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UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.BuildGraph/BgScriptReader.cs

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// Copyright Epic Games, Inc. All Rights Reserved.
using System;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using System.Linq;
using System.Text;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using System.Xml;
using System.Xml.Schema;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
namespace EpicGames.BuildGraph
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
/// <summary>
/// Location of an element within a file
/// </summary>
public class BgScriptLocation
{
/// <summary>
/// The file containing this element
/// </summary>
public string File { get; }
/// <summary>
/// Native file object
/// </summary>
public object NativeFile { get; }
/// <summary>
/// The line number containing this element
/// </summary>
public int LineNumber { get; }
/// <summary>
/// Constructor
/// </summary>
/// <param name="file"></param>
/// <param name="nativeFile"></param>
/// <param name="lineNumber"></param>
public BgScriptLocation(string file, object nativeFile, int lineNumber)
{
File = file;
NativeFile = nativeFile;
LineNumber = lineNumber;
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Implementation of XmlDocument which preserves line numbers for its elements
/// </summary>
public class BgScriptDocument : XmlDocument
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
/// <summary>
/// The file being read
/// </summary>
string File { get; }
/// <summary>
/// Native file representation
/// </summary>
object NativeFile { get; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Interface to the LineInfo on the active XmlReader
/// </summary>
IXmlLineInfo? _lineInfo;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Set to true if the reader encounters an error
/// </summary>
bool _bHasErrors;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Logger for validation errors
/// </summary>
ILogger Logger { get; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Private constructor. Use ScriptDocument.Load to read an XML document.
/// </summary>
BgScriptDocument(string inFile, object inNativeFile, ILogger inLogger)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
File = inFile;
NativeFile = inNativeFile;
Logger = inLogger;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// Overrides XmlDocument.CreateElement() to construct ScriptElements rather than XmlElements
/// </summary>
public override XmlElement CreateElement(string prefix, string localName, string namespaceUri)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgScriptLocation location = new BgScriptLocation(File, NativeFile, _lineInfo!.LineNumber);
return new BgScriptElement(location, prefix, localName, namespaceUri, this);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// Loads a script document from the given file
/// </summary>
/// <param name="file">The file to load</param>
/// <param name="nativeFile"></param>
/// <param name="data"></param>
/// <param name="schema">The schema to validate against</param>
/// <param name="logger">Logger for output messages</param>
/// <param name="outDocument">If successful, the document that was read</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <returns>True if the document could be read, false otherwise</returns>
public static bool TryRead(string file, object nativeFile, byte[] data, BgScriptSchema schema, ILogger logger, [NotNullWhen(true)] out BgScriptDocument? outDocument)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgScriptDocument document = new BgScriptDocument(file, nativeFile, logger);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
XmlReaderSettings settings = new XmlReaderSettings();
if (schema != null)
{
settings.Schemas.Add(schema.CompiledSchema);
settings.ValidationType = ValidationType.Schema;
settings.ValidationEventHandler += document.ValidationEvent;
}
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
using (MemoryStream stream = new MemoryStream(data))
using (XmlReader reader = XmlReader.Create(stream, settings))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Read the document
document._lineInfo = (IXmlLineInfo)reader;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
try
{
document.Load(reader);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
}
catch (XmlException ex)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
{
if (!document._bHasErrors)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
{
BgScriptLocation location = new BgScriptLocation(file, nativeFile, ex.LineNumber);
logger.LogScriptError(location, "{Message}", ex.Message);
document._bHasErrors = true;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// If we hit any errors while parsing
if (document._bHasErrors)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
outDocument = null;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return false;
}
// Check that the root element is valid. If not, we didn't actually validate against the schema.
if (document.DocumentElement.Name != BgScriptSchema.RootElementName)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgScriptLocation location = new BgScriptLocation(file, nativeFile, 1);
logger.LogScriptError(location, "Script does not have a root element called '{ElementName}'", BgScriptSchema.RootElementName);
outDocument = null;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return false;
}
if (document.DocumentElement.NamespaceURI != BgScriptSchema.NamespaceUri)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgScriptLocation location = new BgScriptLocation(file, nativeFile, 1);
logger.LogScriptError(location, "Script root element is not in the '{Namespace}' namespace (add the xmlns=\"{NewNamespace}\" attribute)", BgScriptSchema.NamespaceUri, BgScriptSchema.NamespaceUri);
outDocument = null;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return false;
}
}
outDocument = document;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return true;
}
/// <summary>
/// Callback for validation errors in the document
/// </summary>
/// <param name="sender">Standard argument for ValidationEventHandler</param>
/// <param name="args">Standard argument for ValidationEventHandler</param>
void ValidationEvent(object sender, ValidationEventArgs args)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgScriptLocation location = new BgScriptLocation(File, NativeFile, args.Exception.LineNumber);
if (args.Severity == XmlSeverityType.Warning)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Logger.LogScriptWarning(location, "{Message}", args.Message);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
else
{
Logger.LogScriptError(location, "{Message}", args.Message);
_bHasErrors = true;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
}
/// <summary>
/// Implementation of XmlElement which preserves line numbers
/// </summary>
public class BgScriptElement : XmlElement
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
/// <summary>
/// Location of the element within the file
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
public BgScriptLocation Location { get; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Constructor
/// </summary>
public BgScriptElement(BgScriptLocation location, string prefix, string localName, string namespaceUri, BgScriptDocument document)
: base(prefix, localName, namespaceUri, document)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Location = location;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Stores information about a script function that has been declared
/// </summary>
class BgScriptMacro
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
/// <summary>
/// Name of the function
/// </summary>
public string Name { get; }
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Element where the function was declared
/// </summary>
public List<BgScriptElement> Elements { get; } = new List<BgScriptElement>();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// The total number of arguments
/// </summary>
public int NumArguments { get; }
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Number of arguments that are required
/// </summary>
public int NumRequiredArguments { get; }
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Maps an argument name to its type
/// </summary>
public IReadOnlyDictionary<string, int> ArgumentNameToIndex { get; }
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Constructor
/// </summary>
/// <param name="name">Name of the function</param>
/// <param name="element">Element containing the function definition</param>
/// <param name="argumentNameToIndex">Map of argument name to index</param>
/// <param name="numRequiredArguments">Number of arguments that are required. Indices 0 to NumRequiredArguments - 1 are required.</param>
public BgScriptMacro(string name, BgScriptElement element, Dictionary<string, int> argumentNameToIndex, int numRequiredArguments)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
Name = name;
Elements.Add(element);
NumArguments = argumentNameToIndex.Count;
NumRequiredArguments = numRequiredArguments;
ArgumentNameToIndex = argumentNameToIndex;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
}
/// <summary>
/// Context used for parsing scripts
/// </summary>
public interface IBgScriptReaderContext
{
/// <summary>
/// Tests whether the given file or directory exists
/// </summary>
/// <param name="path">Path to a file</param>
/// <returns>True if the file exists</returns>
Task<bool> ExistsAsync(string path);
/// <summary>
/// Tries to read a file from the given path
/// </summary>
/// <param name="path">Path of the file to read</param>
/// <returns></returns>
Task<byte[]?> ReadAsync(string path);
/// <summary>
/// Finds files matching the given pattern
/// </summary>
/// <param name="pattern"></param>
/// <returns></returns>
Task<string[]> FindAsync(string pattern);
/// <summary>
/// Converts a path to its native form, for display to the user
/// </summary>
/// <param name="path">Path to format</param>
/// <returns></returns>
object GetNativePath(string path);
/// <summary>
/// Combines one path with another
/// </summary>
/// <param name="path">The base file path</param>
/// <param name="next">Relative path to the next file</param>
/// <returns></returns>
string CombinePaths(string path, string next);
}
/// <summary>
/// Extension methods for writing script error messages
/// </summary>
public static class BgScriptExtensions
{
/// <summary>
/// Utility method to log a script error at a particular location
/// </summary>
public static void LogScriptError(this ILogger logger, BgScriptLocation location, string format, params object[] args)
{
object[] allArgs = new object[args.Length + 2];
allArgs[0] = location.NativeFile;
allArgs[1] = location.LineNumber;
args.CopyTo(allArgs, 2);
logger.LogError($"{{Script}}({{Line}}): error: {format}", allArgs);
}
/// <summary>
/// Utility method to log a script warning at a particular location
/// </summary>
public static void LogScriptWarning(this ILogger logger, BgScriptLocation location, string format, params object[] args)
{
object[] allArgs = new object[args.Length + 2];
allArgs[0] = location.NativeFile;
allArgs[1] = location.LineNumber;
args.CopyTo(allArgs, 2);
logger.LogWarning($"{{Script}}({{Line}}): warning: {format}", allArgs);
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Reader for build graph definitions. Instanced to contain temporary state; public interface is through ScriptReader.TryRead().
/// </summary>
public abstract class BgScriptReaderBase
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
/// <summary>
/// Interface used for reading files
/// </summary>
protected IBgScriptReaderContext Context { get; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
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
/// List of property name to value lookups. Modifications to properties are scoped to nodes and agents. EnterScope() pushes an empty dictionary onto the end of this list, and LeaveScope() removes one.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// ExpandProperties() searches from last to first lookup when trying to resolve a property name, and takes the first it finds.
/// </summary>
protected List<Dictionary<string, string>> ScopedProperties { get; } = new List<Dictionary<string, string>>();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
/// <summary>
/// When declaring a property in a nested scope, we enter its name into a set for each parent scope which prevents redeclaration in an OUTER scope later. Subsequent NESTED scopes can redeclare it.
/// The former is likely a coding error, since it implies that the scope of the variable was meant to be further out, whereas the latter is common for temporary and loop variables.
/// </summary>
readonly List<HashSet<string>> _shadowProperties = new List<HashSet<string>>();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Maps from a function name to its definition
/// </summary>
readonly Dictionary<string, BgScriptMacro> _macroNameToDefinition = new Dictionary<string, BgScriptMacro>();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Schema for the script
/// </summary>
BgScriptSchema Schema { get; }
/// <summary>
/// Logger for diagnostic messages
/// </summary>
protected ILogger Logger { get; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// The number of errors encountered during processing so far
/// </summary>
public int NumErrors { get; private set; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Private constructor. Use ScriptReader.TryRead() to read a script file.
/// </summary>
/// <param name="context">Context object</param>
/// <param name="schema">Schema for the script</param>
/// <param name="logger">Logger for diagnostic messages</param>
protected BgScriptReaderBase(IBgScriptReaderContext context, BgScriptSchema schema, ILogger logger)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Context = context;
Schema = schema;
Logger = logger;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
EnterScope();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// Read the script from the given file
/// </summary>
/// <param name="file">File to read from</param>
protected async Task<bool> TryReadAsync(string file)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Get the data for this file
byte[]? data = await Context.ReadAsync(file);
if (data == null)
{
Logger.LogError("Unable to open file {File}", file);
NumErrors++;
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Read the document and validate it against the schema
BgScriptDocument? document;
if (!BgScriptDocument.TryRead(file, Context.GetNativePath(file), data, Schema, Logger, out document))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
NumErrors++;
return false;
}
// Read the root BuildGraph element
await ReadGraphBodyAsync(document.DocumentElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
return true;
}
/// <summary>
/// Reads the contents of a graph
/// </summary>
/// <param name="element">The parent element to read from</param>
async Task ReadGraphBodyAsync(XmlElement element)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
foreach (BgScriptElement childElement in element.ChildNodes.OfType<BgScriptElement>())
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
switch (childElement.Name)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
case "Include":
await ReadIncludeAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
break;
case "Option":
await ReadOptionAsync(childElement);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
break;
case "Property":
await ReadPropertyAsync(childElement);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
break;
case "Regex":
await ReadRegexAsync(childElement);
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
case "EnvVar":
await ReadEnvVarAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
break;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
case "Macro":
ReadMacro(childElement);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
break;
case "Extend":
await ReadExtendAsync(childElement);
break;
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
case "Agent":
await ReadAgentAsync(childElement);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
break;
case "Aggregate":
await ReadAggregateAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Report":
await ReadReportAsync(childElement);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
case "Badge":
await ReadBadgeAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
break;
case "Label":
await ReadLabelAsync(childElement);
break;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
case "Notify":
await ReadNotifierAsync(childElement);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
break;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
case "Trace":
await ReadDiagnosticAsync(childElement, LogEventType.Console);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
break;
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
case "Warning":
await ReadDiagnosticAsync(childElement, LogEventType.Warning);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
break;
case "Error":
await ReadDiagnosticAsync(childElement, LogEventType.Error);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Do":
await ReadBlockAsync(childElement, ReadGraphBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
case "Switch":
await ReadSwitchAsync(childElement, ReadGraphBodyAsync);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
case "ForEach":
await ReadForEachAsync(childElement, ReadGraphBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
break;
case "Expand":
await ReadExpandAsync(childElement, ReadGraphBodyAsync);
break;
case "Annotate":
await ReadAnnotationAsync(childElement);
break;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
default:
LogError(childElement, "Invalid element '{0}'", childElement.Name);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
break;
}
}
}
/// <summary>
/// Push a new property scope onto the stack
/// </summary>
protected void EnterScope()
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
ScopedProperties.Add(new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase));
_shadowProperties.Add(new HashSet<string>(StringComparer.OrdinalIgnoreCase));
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// Pop a property scope from the stack
/// </summary>
protected void LeaveScope()
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
ScopedProperties.RemoveAt(ScopedProperties.Count - 1);
_shadowProperties.RemoveAt(_shadowProperties.Count - 1);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <summary>
/// Sets a property value in the current scope
/// </summary>
/// <param name="element">Element containing the property assignment. Used for error messages if the property is shadowed in another scope.</param>
/// <param name="name">Name of the property</param>
/// <param name="value">Value for the property</param>
protected void SetPropertyValue(BgScriptElement element, string name, string value)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
// Find the scope containing this property, defaulting to the current scope
int scopeIdx = 0;
while (scopeIdx < ScopedProperties.Count - 1 && !ScopedProperties[scopeIdx].ContainsKey(name))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
scopeIdx++;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
}
// Make sure this property name was not already used in a child scope; it likely indicates an error.
if (_shadowProperties[scopeIdx].Contains(name))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
LogError(element, "Property '{0}' was already used in a child scope. Move this definition before the previous usage if they are intended to share scope, or use a different name.", name);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
}
else
{
// Make sure it's added to the shadow property list for every parent scope
for (int idx = 0; idx < scopeIdx; idx++)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
_shadowProperties[idx].Add(name);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
}
ScopedProperties[scopeIdx][name] = value;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
}
}
/// <summary>
/// Tries to get the value of a property
/// </summary>
/// <param name="name">Name of the property</param>
/// <param name="value">On success, contains the value of the property. Set to null otherwise.</param>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <returns>True if the property was found, false otherwise</returns>
protected bool TryGetPropertyValue(string name, out string? value)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
int valueLength = 0;
if (name.Contains(":"))
{
string[] tokens = name.Split(':');
name = tokens[0];
valueLength = Int32.Parse(tokens[1]);
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
// Check each scope for the property
for (int scopeIdx = ScopedProperties.Count - 1; scopeIdx >= 0; scopeIdx--)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
string? scopeValue;
if (ScopedProperties[scopeIdx].TryGetValue(name, out scopeValue))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
{
value = scopeValue;
// It's valid for a property to exist but have a null value. It won't be expanded
// Handle $(PropName:-6) where PropName might be "Foo"
if (value != null && value.Length > Math.Abs(valueLength))
{
if (valueLength > 0)
{
value = value.Substring(0, valueLength);
}
if (valueLength < 0)
{
value = value.Substring(value.Length + valueLength, -valueLength);
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
return true;
}
}
// If we didn't find it, return false.
value = null;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Read an include directive, and the contents of the target file
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
async Task ReadIncludeAsync(BgScriptElement element)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (await EvaluateConditionAsync(element))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
HashSet<string> files = new HashSet<string>();
foreach (string script in ReadListAttribute(element, "Script"))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
string includePath = Context.CombinePaths(element.Location.File, script);
if (Regex.IsMatch(includePath, @"\*|\?|\.\.\."))
{
files.UnionWith(await Context.FindAsync(includePath));
}
else
{
files.Add(includePath);
}
}
foreach (string file in files.OrderBy(x => x, StringComparer.OrdinalIgnoreCase))
{
Logger.LogDebug("Including file {File}", file);
await TryReadAsync(file);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
}
}
}
/// <summary>
/// Reads the definition of a graph option; a parameter which can be set by the user on the command-line or via an environment variable.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadOptionAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Reads a property assignment.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadPropertyAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Reads a Regex assignment.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadRegexAsync(BgScriptElement element);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <summary>
/// Reads a property assignment from an environment variable.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadEnvVarAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Reads a macro definition
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
void ReadMacro(BgScriptElement element)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
string name = element.GetAttribute("Name");
if (ValidateName(element, name))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
BgScriptMacro? originalDefinition;
if (_macroNameToDefinition.TryGetValue(name, out originalDefinition))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
BgScriptLocation location = originalDefinition.Elements[0].Location;
LogError(element, "Macro '{0}' has already been declared (see {1} line {2})", name, location.File, location.LineNumber);
}
else
{
Dictionary<string, int> argumentNameToIndex = new Dictionary<string, int>();
ReadMacroArguments(element, "Arguments", argumentNameToIndex);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
int numRequiredArguments = argumentNameToIndex.Count;
ReadMacroArguments(element, "OptionalArguments", argumentNameToIndex);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
_macroNameToDefinition.Add(name, new BgScriptMacro(name, element, argumentNameToIndex, numRequiredArguments));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
}
}
/// <summary>
/// Reads a list of macro arguments from an attribute
/// </summary>
/// <param name="element">The element containing the attributes</param>
/// <param name="attributeName">Name of the attribute containing the arguments</param>
/// <param name="argumentNameToIndex">List of arguments to add to</param>
void ReadMacroArguments(BgScriptElement element, string attributeName, Dictionary<string, int> argumentNameToIndex)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
if (argumentNameToIndex.ContainsKey(argumentName))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
LogWarning(element, "Argument '{0}' is listed multiple times", argumentName);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
else
{
argumentNameToIndex.Add(argumentName, argumentNameToIndex.Count);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
}
}
}
/// <summary>
/// Reads a macro definition
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
async Task ReadExtendAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
string name = ReadAttribute(element, "Name");
BgScriptMacro? originalDefinition;
if (_macroNameToDefinition.TryGetValue(name, out originalDefinition))
{
originalDefinition.Elements.Add(element);
}
else
{
LogError(element, "Macro '{0}' has not been declared", name);
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
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
/// Reads the definition for an agent.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadAgentAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
/// <summary>
/// Read the contents of an agent definition
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected async Task ReadAgentBodyAsync(BgScriptElement element)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
EnterScope();
foreach (BgScriptElement childElement in element.ChildNodes.OfType<BgScriptElement>())
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
switch (childElement.Name)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
case "Property":
await ReadPropertyAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Regex":
await ReadRegexAsync(childElement);
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
case "Node":
await ReadNodeAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Aggregate":
await ReadAggregateAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
case "Trace":
await ReadDiagnosticAsync(childElement, LogEventType.Console);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
case "Warning":
await ReadDiagnosticAsync(childElement, LogEventType.Warning);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Error":
await ReadDiagnosticAsync(childElement, LogEventType.Error);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Label":
await ReadLabelAsync(childElement);
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
case "Do":
await ReadBlockAsync(childElement, ReadAgentBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
case "Switch":
await ReadSwitchAsync(childElement, ReadAgentBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
case "ForEach":
await ReadForEachAsync(childElement, ReadAgentBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
break;
case "Expand":
await ReadExpandAsync(childElement, ReadAgentBodyAsync);
break;
case "Annotate":
await ReadAnnotationAsync(childElement);
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
default:
LogError(childElement, "Unexpected element type '{0}'", childElement.Name);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
}
}
LeaveScope();
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
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
/// Reads the definition for an aggregate
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadAggregateAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
/// <summary>
/// Reads the definition for a report
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadReportAsync(BgScriptElement element);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
/// <summary>
/// Reads the definition for a badge
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadBadgeAsync(BgScriptElement element);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
/// <summary>
/// Reads the definition for a label
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadLabelAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
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
/// Reads the definition for a node, and adds it to the given agent
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadNodeAsync(BgScriptElement element);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
/// <summary>
/// Reads the contents of a node element
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected async Task ReadNodeBodyAsync(XmlElement element)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
EnterScope();
foreach (BgScriptElement childElement in element.ChildNodes.OfType<BgScriptElement>())
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
switch (childElement.Name)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
case "Property":
await ReadPropertyAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Regex":
await ReadRegexAsync(childElement);
break;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
case "Trace":
await ReadDiagnosticAsync(childElement, LogEventType.Console);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
case "Warning":
await ReadDiagnosticAsync(childElement, LogEventType.Warning);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Error":
await ReadDiagnosticAsync(childElement, LogEventType.Error);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
case "Do":
await ReadBlockAsync(childElement, ReadNodeBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
case "Switch":
await ReadSwitchAsync(childElement, ReadNodeBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
case "ForEach":
await ReadForEachAsync(childElement, ReadNodeBodyAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
break;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
case "Expand":
await ReadExpandAsync(childElement, ReadNodeBodyAsync);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
break;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
default:
await ReadTaskAsync(childElement);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
break;
}
}
LeaveScope();
}
/// <summary>
/// Reads a block element
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="readContentsAsync">Delegate to read the contents of the element, if the condition evaluates to true</param>
async Task ReadBlockAsync(BgScriptElement element, Func<BgScriptElement, Task> readContentsAsync)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
if (await EvaluateConditionAsync(element))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
await readContentsAsync(element);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
}
}
/// <summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// Reads a "Switch" element
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="readContentsAsync">Delegate to read the contents of the element, if the condition evaluates to true</param>
protected abstract Task ReadSwitchAsync(BgScriptElement element, Func<BgScriptElement, Task> readContentsAsync);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
/// <summary>
/// Reads a "ForEach" element
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="readContentsAsync">Delegate to read the contents of the element, if the condition evaluates to true</param>
async Task ReadForEachAsync(BgScriptElement element, Func<BgScriptElement, Task> readContentsAsync)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
{
EnterScope();
if (await EvaluateConditionAsync(element))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
{
string name = ReadAttribute(element, "Name");
string separator = ReadAttribute(element, "Separator");
if (separator.Length > 1)
{
LogWarning(element, "Node {0}'s Separator attribute is more than one character ({1}). Defaulting to ;", name, separator);
separator = ";";
}
if (String.IsNullOrEmpty(separator))
{
separator = ";";
}
if (ValidateName(element, name))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
{
if (ScopedProperties.Any(x => x.ContainsKey(name)))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
{
LogError(element, "Loop variable '{0}' already exists as a local property in an outer scope", name);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
}
else
{
// Loop through all the values
string[] values = ReadListAttribute(element, "Values", Convert.ToChar(separator));
foreach (string value in values)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
{
ScopedProperties[^1][name] = value;
await readContentsAsync(element);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
}
}
}
}
LeaveScope();
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
/// <summary>
/// Reads an "Expand" element
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="readContentsAsync">Delegate to read the contents of the element, if the condition evaluates to true</param>
async Task ReadExpandAsync(BgScriptElement element, Func<BgScriptElement, Task> readContentsAsync)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
if (await EvaluateConditionAsync(element))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
string name = ReadAttribute(element, "Name");
if (ValidateName(element, name))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
BgScriptMacro? macro;
if (!_macroNameToDefinition.TryGetValue(name, out macro))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
LogError(element, "Macro '{0}' does not exist", name);
}
else
{
// Parse the argument list
string[] arguments = new string[macro.ArgumentNameToIndex.Count];
foreach (XmlAttribute? attribute in element.Attributes)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
if (attribute != null && attribute.Name != "Name" && attribute.Name != "If")
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
int index;
if (macro.ArgumentNameToIndex.TryGetValue(attribute.Name, out index))
{
arguments[index] = ExpandProperties(element, attribute.Value);
}
else
{
LogWarning(element, "Macro '{0}' does not take an argument '{1}'", name, attribute.Name);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
}
// Make sure none of the required arguments are missing
bool bHasMissingArguments = false;
for (int idx = 0; idx < macro.NumRequiredArguments; idx++)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
if (arguments[idx] == null)
{
LogWarning(element, "Macro '{0}' is missing argument '{1}'", macro.Name, macro.ArgumentNameToIndex.First(x => x.Value == idx).Key);
bHasMissingArguments = true;
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
// Expand the function
if (!bHasMissingArguments)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
{
EnterScope();
foreach (KeyValuePair<string, int> pair in macro.ArgumentNameToIndex)
{
ScopedProperties[^1][pair.Key] = arguments[pair.Value] ?? "";
}
foreach (BgScriptElement macroElement in macro.Elements)
{
await readContentsAsync(macroElement);
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change 3932624 by Ben.Marsh UGS: Add an error dialog when trying to clean the workspace before closing the editor. #jira UE-42308 Change 3932679 by Ben.Marsh UGS: Add the date/time to the end of the sync log. #jira UE-33540 Change 3932705 by Ben.Marsh UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist. #jira UE-53182 Change 3933318 by Ben.Marsh UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary. #jira UE-33535, UE-53914 Change 3933840 by Graeme.Thornton TBA: When loading assets, only use structured archive adapters for exports when loading text files. Change 3936040 by Ben.Marsh UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update. Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background. #jira UE-52870 Change 3940230 by Robert.Manuszewski Fixes for FilenameToLongPackageName crashes when runnign commandlets Change 3940240 by Graeme.Thornton Automated cycling of encryption and signing keys Change 3940243 by Graeme.Thornton UAT: CryptoKeys automation script Change 3940321 by Ben.Marsh UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range. Change 3940538 by Ben.Marsh UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line. Change 3941285 by Gil.Gribb UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight. #jira none Change 3942404 by Graeme.Thornton Pak Signing: - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter - Format the signedarchivereader output to match the pak precacher - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load. - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call. Change 3942825 by Ben.Marsh UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build. Change 3942839 by Ben.Marsh UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number. Change 3943153 by Ben.Marsh Use the correct logical processor count in ParallelExecutor. Change 3943210 by Ben.Marsh UGS: Add an option to the editor arguments window that allows prompting before launching the editor. Change 3943329 by Ben.Marsh UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel. Change 3944294 by Ben.Marsh UGS: Prompt for confirmation before removing any files from the workspace. Change 3945283 by Ben.Marsh UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring. Change 3945325 by Ben.Marsh PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040) Change 3947359 by Graeme.Thornton TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file. Change 3947360 by Graeme.Thornton TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats. Change 3949431 by Graeme.Thornton TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks Change 3950843 by Ben.Marsh UBT: Add a better error if an XML config file is corrupt. Change 3952504 by Steve.Robb GitHub #4545 : UE-55924: CaseSensitive token recognition #jira UE-55961 #jira UE-55924 Change 3952707 by Graeme.Thornton Make RandInit(...) log message verbose Change 3954694 by Ben.Marsh BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml. To define a Macro, use the syntax: <Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage"> <Log Message="First message" If="$(PrintFirstMessage)"/> <Log Message="Second message" If="$(PrintSecondMessage)"/> <Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/> </Macro> To expand a macro, use the syntax: <Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/> An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified. Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded. Change 3954695 by Ben.Marsh PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib) #jira UE-56283 Change 3954961 by Ben.Marsh UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files. #jira UE-56040 Change 3955785 by Steve.Robb GitHub #4546 : Don't discard errors from zlib inflate #jira UE-55969 Change 3955940 by Steve.Robb Redundant and confusing macro check removed. Change 3956809 by Ben.Marsh Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem. Change 3959590 by Steve.Robb Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed. Change 3959864 by Robert.Manuszewski Increasing the size of permanent object pool to fix warnings in cooked ShooterGame #jira UE-56001 Change 3960956 by Steve.Robb New ToCStr function which generically gets a TCHAR* from a 'string-like' argument. Change 3963628 by Ben.Marsh UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it. Change 3964349 by Ben.Marsh Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows. Change 3964821 by Ben.Marsh Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly. Change 3965269 by Ben.Marsh Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment. Change 3966554 by James.Hopkin #core Removed redundant cast Change 3966558 by James.Hopkin #core Removed redundant casts and changed some MakeShareables to MakeShared #robomerge #fortnite Change 3966754 by Ben.Marsh Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe. Change 3967397 by Ben.Marsh Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list. Change 3967664 by Ben.Marsh Update UGS solution to use Visual Studio 2017. Change 3967838 by Ben.Marsh Couple of fixes to conform scripts. Change 3968767 by Ben.Marsh Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime. Change 3968771 by Ben.Marsh Fix compiled-in engine path being subject to macro expansion. #jira UE-56504 Change 3968886 by Robert.Manuszewski Merging 3914301: Remove any references we had added to the GGCObjectReferencer during Init Change 3968978 by Steve.Robb FString->FName fixes for module names in HotReload. Change 3969019 by Steve.Robb Minor refactor of property skipping logic in SerializeTaggedProperties(). Change 3969041 by Steve.Robb Simplification of Build.version filename construction. Change 3969049 by Steve.Robb Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable. This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename(). #jira UE-52405 Change 3969120 by Ben.Marsh Enable errors for using undefined identifiers in conditional expressions by default. Change 3969161 by Ben.Marsh Remove log line that should only be included in the log. Change 3969216 by Steve.Robb Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling. This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed. #jira UE-52405 Change 3969346 by Steve.Robb Missed some bad FScript(Map/Set)Helper usage from CL# 3698969. Change 3969598 by Ben.Marsh Fix warning from VS2017. Change 3971101 by Graeme.Thornton TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves. Change 3971407 by Ben.Marsh UBT: Fix exception when enumerating toolchains if the directory does not exist yet. Change 3971523 by Graeme.Thornton Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching Change 3971613 by Ben.Marsh Fix Lightmass non-unity compile errors. Change 3971649 by Ben.Marsh Disable optimization around FTickerObjectBase constructor on Win32 due to ICE. Change 3971829 by Ben.Marsh Fix deprecated header warning from PVS Studio. Change 3972503 by Ben.Marsh Changes to build failure notifications: * Only people that submitted between builds with different error messages will be included on emails by default. * Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line). * Anyone that starts a build will be included on all failure emails. Change 3972732 by Ben.Marsh Changes to ensure notification messages are stable. Change 3972810 by Ben.Marsh Write debug information about the digest computed for a change, to assist with debugging it if it's not stable. Change 3973331 by Ben.Marsh Fix missing dependency on linker response file. Prevents target being relinked when build environment changes. Change 3973343 by Ben.Marsh PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff) Change 3973820 by Ben.Marsh Fix incorrect error message when unable to find Visual C++ install directory. Change 3974295 by Robert.Manuszewski Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds. Change 3975336 by Robert.Manuszewski CIS fix after the last merge from main Change 3976999 by Ben.Marsh Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly. This should cause CIS to better errors for compiling Odin editor. Change 3977934 by Ben.Marsh UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object. Change 3977953 by Ben.Marsh UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions. Change 3978544 by Ben.Marsh UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later. Change 3978780 by Ben.Marsh Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs. Change 3979313 by Ben.Marsh UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder. Change 3980499 by Ben.Marsh UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions. Change 3980890 by Ben.Marsh UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files. Change 3981495 by Ben.Marsh Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products. #jira UE-54343 Change 3982157 by Ben.Marsh Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch. Change 3982239 by Ben.Marsh Update tooltip directing users to install Visual Studio 2017 instead of 2015. Change 3983395 by Graeme.Thornton Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file Change 3983523 by Graeme.Thornton Backwards compatibility for pak files with compressed chunk offsets Change 3983769 by Ben.Marsh UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found. Change 3984529 by Ben.Marsh BuildGraph: When run with the -Preprocess=... argument, no steps will be executed. Change 3984557 by Ben.Marsh BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task. Change 3986520 by Ben.Marsh Remove hacks to uniquify response file name on Android and Linux. Change 3987166 by Steve.Robb Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures. Change 3989061 by Graeme.Thornton TBA: Text asset loading/saving work - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports. - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives. - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely. Change 3989109 by Graeme.Thornton TBA: TextAsset commandlet emits a warning when binary package determinism fails Change 3990823 by Ben.Marsh UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI. Change 3990832 by Ben.Marsh UGS: Make the schedule window resizable. Change 3991569 by Steve.Robb GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message Change 3991970 by Steve.Robb Fix for 4096 char limit on FParse::Value. Change 3992222 by Steve.Robb Advice added to the coding standard for using default member initializers. Change 3993675 by Ben.Marsh UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced. Change 3994199 by Ben.Marsh UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects. In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK. Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx Change 3994243 by Ben.Marsh UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered. Change 3994260 by Ben.Marsh UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself. Change 3994350 by Ben.Marsh UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user. Change 3995159 by Ben.Marsh UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters. Indend to re-introduce this functionality through the manual 'clean workspace' operation. Change 3995169 by Ben.Marsh UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls. Change 3995228 by Ben.Marsh UGS: Update recently opened projects list when editing project for an existing tab. Change 3995312 by Ben.Marsh UGS: Stop showing all dialogs in the taskbar. Change 3995929 by Robert.Manuszewski Completely rewritten FReferenceChainSearch class used by 'obj refs' command. - 3+ times faster - Uses the same code as GC to track all the references down - Actually reports all reference chains properly - Less code that is more readable than the previous version Change 3995981 by Ben.Marsh UGS: Clean workspace window will now force-sync files that have been deleted or which are writable. Change 3996113 by Ben.Marsh UGS: Fix crash upgrading config files from older versions. Change 3997990 by Ben.Marsh UGS: Prevent error when syncing an empty workspace. Change 3998095 by Ben.Marsh UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job. Also forcibly terminate the process on dispose to handle cases where the job object wasn't created. Change 3998264 by Ben.Marsh UGS: Fix exception when switching projects in-place. Change 3998643 by Ben.Marsh Fix shared DDC not being used for installed engine builds. #jira UE-57631 Change 4000266 by Ben.Marsh UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is: UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options] The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified. Change 4000293 by Ben.Marsh Add a compression flag that allows selecting compressor without using the default platform implementation. Change 4000315 by Ben.Marsh Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL. Change 4000610 by Ben.Marsh UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts. Change 4000627 by Ben.Marsh UBT: Include enabled plugin info in the UBT log. Change 4000793 by Ben.Marsh UBT: Remove some member variables from VCEnvironment that don't need to be stored. Change 4000909 by Ben.Marsh UBT: Add VS2017 installations to the list of paths checked for MSBuild installations. Change 4001923 by Ben.Marsh UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic. At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist. Change 4001927 by Ben.Marsh Fixes for compiling against the Windows 10 SDK. Change 4002439 by Robert.Manuszewski Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector Change 4003508 by Ben.Marsh UGS: Fix new workspaces not having the correct owner and host set. Change 4003622 by Ben.Marsh UGS: Add support for "skipped" as a build result. Change 4004049 by Robert.Manuszewski Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy Change 4005077 by Ben.Marsh UGS: Update version number. Change 4005112 by Ben.Marsh UBT: Reduce number of times a target has to be constructed while generating project files. Change 4005513 by Ben.Marsh UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files. Change 4005516 by Ben.Marsh UBT: Add warnings whenever a module adds an include path or library path that doesn't exist Change 4006168 by Ben.Marsh CIS fixes. Change 4006236 by Ben.Marsh UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control. Change 4006266 by Ben.Marsh UGS: Swap around the new workspace/existing file boxes on the open project dialog. Change 4006552 by Ben.Marsh If staging fails because a restricted folder name is found, include a list of them in the error message. Change 4007397 by Steve.Robb Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container. Change 4007458 by Ben.Marsh UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed. Change 4009343 by Ben.Marsh UGS: Set the rmdir option on new workspaces by default. Change 4009501 by Ben.Marsh UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change. Change 4009509 by Ben.Marsh UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler. Change 4010543 by Ben.Marsh Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported). Change 4010553 by Ben.Marsh UAT: Include platform groups in restricted folder names when staging. Change 4012030 by Ben.Marsh UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace. Change 4012204 by Chad.Garyet - Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text) - Create directory for sqlite db if it doesn't exist #jira none Change 4014209 by Brandon.Schaefer New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows #review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills Change 4015606 by Brandon.Schaefer Missed a code project that needed updating for new Breakpad changes for Mac Change 4017795 by Robert.Manuszewski GC assumption verification should now be 3-4x faster. - Refactored Disregard For GC to use TFastReferenceCollector - Move both Disregard For GC and Cluster verification code to separate source files Change 4020381 by Ben.Marsh Add link to the new official doc page for UnrealGameSync. Change 4020665 by Ben.Marsh UBT: Prevent plugins being precompiled if they don't support the current target platform. Change 4021829 by Ben.Marsh Update message about downloading a new version of Visual Studio. Change 4022063 by Ben.Marsh UBT: Suppress toolchain output when generating project files. Change 4023248 by Ben.Marsh Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run(). (Also fix an exception within the exception handler, if GError has not been created yet) Change 4025759 by Ben.Marsh Fix universal CRT include paths not being added to compile environment for VS2015. Change 4026002 by Ben.Marsh UBT: Check the old registry locations for the Windows SDK installation directory. Change 4026068 by Ben.Marsh UBT: Use the correct compiler version in the error message for not having the UCRT. Change 4026181 by Ben.Marsh Fix DebugGame editor configurations not enumerating modules correctly. #jira UE-58153 Change 4026285 by Ben.Marsh UBT: Add additional logging for enumerating Windows SDKs. Change 4026708 by Ben.Marsh UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders. Change 4029404 by Ben.Marsh Remove incorrect include paths to fix CIS warnings. Change 4031517 by Steve.Robb Fix for UHT errors not being clickable in the Message Log. #jira UE-58173 Change 4031544 by Ben.Marsh Fix errors building asset catalog for IOS due to modifying shared build environment. #jira UE-58240 Change 4032227 by Ben.Marsh BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph. Change 4032262 by Ben.Marsh BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml. Change 4032288 by Ben.Marsh Remove UFE from the BuildEditorAndTools script. Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3838569 by Steve.Robb Algo moved up a folder. Change 3848581 by Robert.Manuszewski Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems. #jira UE-49446 Change 3864743 by Steve.Robb Fix for buffer overrun when copying a context string. Fix for being unable to link to MallocLeakDetection. Fix to prefix for FMallocLeakDetection::ContextString. New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string. Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations. #jira UE-54612 Change 3865020 by Graeme.Thornton TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions Change 3869550 by Josh.Engebretson New SymGen and SymUpload tasks (ShooterGame usage example) Example C# symbolicator (using saved crash and data router formats) Updates for stack walking and crash runtime xml on Windows/Mac Change 3905453 by Steve.Robb USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO. Change 3910012 by Ben.Marsh UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails. Change 3920044 by Graeme.Thornton TBA: Text asset loading * Added a structured archive layer to FLinkerLoad * Wrapped export loading in a ArchiveUObjectFromStructuredArchive * Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content * Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename. * Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading. * Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives. Change 3921587 by Steve.Robb Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings. Fixes for various misuses. #jira UE-55681 Change 3942873 by Ben.Marsh UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not. Change 3944629 by Graeme.Thornton Merging back a couple of fixes from Fortnite - Extra parenthesis around some calculations in the pakprecacher - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature() - Added documentation for build script crypto options Change 3945381 by Ben.Marsh Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value. Change 3968969 by Steve.Robb Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array. Change 3969417 by Ben.Marsh Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs. Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest". Change 3972443 by Ben.Marsh Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything. Change 3977198 by Ben.Marsh Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug. Change 3979632 by Ben.Marsh Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist. * Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime. * The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command). * The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees. Change 3981738 by Ben.Marsh Move utility classes for filtering files and matching wildcards into DotNETUtilities. Change 3983888 by Steve.Robb Warning C4868 disabled, about evaluation order of braced initializer lists. https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html Change 3984019 by Steve.Robb FString::Printf formatting argument checking added. Vararg support for FText::Format. All remaining usage fixed. Change 3985502 by Steve.Robb Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'. Change 3985999 by Graeme.Thornton TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT. - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA Change 3986461 by Ben.Marsh Fixup lots of platforms not adding response files as a prerequisite. This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts. Change 3990081 by Ben.Marsh Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE. Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases). Change 3996714 by Chad.Garyet UGSRestAPI, conversion of UGS to use it. #jira none Change 4008287 by Ben.Marsh UBT: Change the engine to use the Windows 10 SDK by default. Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file. The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7). Change 4008516 by Chad.Garyet - Adding support for both SQLite and MsSql - API now reads from only MsSql, but writes to both - Added support for POST to CIS for badges - PostBadgeStatus now writes out via API Url rather than a direct connection to the DB #jira none Change 4010296 by Chad.Garyet Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404. #jira none Change 4024045 by Ben.Marsh Set the list of supported target platforms for OnlineSubsystemGameCircle. #jira UE-57887 Change 4031014 by Ben.Marsh UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names. [CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
}
}
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Reads a task definition from the given element, and add it to the given list
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadTaskAsync(BgScriptElement element);
/// <summary>
/// Reads the definition for an email notifier
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadNotifierAsync(BgScriptElement element);
/// <summary>
/// Reads a graph annotation
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected abstract Task ReadAnnotationAsync(BgScriptElement element);
/// <summary>
/// Reads a warning from the given element, evaluates the condition on it, and writes it to the log if the condition passes.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="eventType">The diagnostic event type</param>
protected abstract Task ReadDiagnosticAsync(BgScriptElement element, LogEventType eventType);
/// <summary>
/// Reads an object name from its defining element. Outputs an error if the name is missing.
/// </summary>
/// <param name="element">Element to read the name for</param>
/// <param name="name">Output variable to receive the name of the object</param>
/// <returns>True if the object had a valid name (assigned to the Name variable), false if the name was invalid or missing.</returns>
protected bool TryReadObjectName(BgScriptElement element, [NotNullWhen(true)] out string? name)
{
// Check the name attribute is present
if (!element.HasAttribute("Name"))
{
LogError(element, "Missing 'Name' attribute");
name = null;
return false;
}
// Get the value of it, strip any leading or trailing whitespace, and make sure it's not empty
string value = ReadAttribute(element, "Name");
if (!ValidateName(element, value))
{
name = null;
return false;
}
// Return it
name = value;
return true;
}
/// <summary>
/// Checks that the given name is valid syntax
/// </summary>
/// <param name="element">The element that contains the name</param>
/// <param name="name">The name to check</param>
/// <returns>True if the name is valid</returns>
protected bool ValidateName(BgScriptElement element, string name)
{
// Check it's not empty
if (name.Length == 0)
{
LogError(element, "Name is empty");
return false;
}
// Check there are no invalid characters
for (int idx = 0; idx < name.Length; idx++)
{
if (idx > 0 && name[idx] == ' ' && name[idx - 1] == ' ')
{
LogError(element, "Consecutive spaces in object name - '{0}'", name);
return false;
}
if (Char.IsControl(name[idx]) || BgScriptSchema.IllegalNameCharacters.IndexOf(name[idx]) != -1)
{
LogError(element, "Invalid character in object name - '{0}'", name[idx]);
return false;
}
}
return true;
}
/// <summary>
/// Constructs a regex from a regex string and returns it
/// </summary>
/// <param name="element">The element that contains the regex</param>
/// <param name="regex">The pattern to construct</param>
/// <returns>The regex if is valid, otherwise null</returns>
protected Regex? ParseRegex(BgScriptElement element, string regex)
{
if (regex.Length == 0)
{
LogError(element, "Regex is empty");
return null;
}
try
{
return new Regex(regex);
}
catch (ArgumentException invalidRegex)
{
LogError(element, "Could not construct the Regex, reason: {0}", invalidRegex.Message);
return null;
}
}
/// <summary>
/// Expands any properties and reads an attribute.
/// </summary>
/// <param name="element">Element to read the attribute from</param>
/// <param name="name">Name of the attribute</param>
/// <returns>Array of names, with all leading and trailing whitespace removed</returns>
protected string ReadAttribute(BgScriptElement element, string name)
{
return ExpandProperties(element, element.GetAttribute(name));
}
/// <summary>
/// Expands any properties and reads a list of strings from an attribute, separated by semi-colon characters
/// </summary>
/// <param name="element"></param>
/// <param name="name"></param>
/// <param name="separator"></param>
/// <returns>Array of names, with all leading and trailing whitespace removed</returns>
protected string[] ReadListAttribute(BgScriptElement element, string name, char separator = ';')
{
string value = ReadAttribute(element, name);
return value.Split(new char[] { separator }).Select(x => x.Trim()).Where(x => x.Length > 0).ToArray();
}
/// <summary>
/// Parse a map of annotations
/// </summary>
/// <param name="element"></param>
/// <param name="name"></param>
/// <returns></returns>
protected Dictionary<string, string> ReadAnnotationsAttribute(BgScriptElement element, string name)
{
string[] pairs = ReadListAttribute(element, name);
return ParseAnnotations(element, pairs);
}
/// <summary>
/// Parse a map of annotations
/// </summary>
/// <param name="element"></param>
/// <param name="pairs"></param>
/// <returns></returns>
private Dictionary<string, string> ParseAnnotations(BgScriptElement element, string[] pairs)
{
// Find the annotations to apply
Dictionary<string, string> pairMap = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
foreach (string pair in pairs)
{
if (!String.IsNullOrWhiteSpace(pair))
{
int idx = pair.IndexOf('=');
if (idx < 0)
{
LogError(element, "Invalid annotation '{0}'", pair);
continue;
}
string key = pair.Substring(0, idx).Trim();
if (!Regex.IsMatch(key, @"[a-zA-Z0-9_\.]+"))
{
LogError(element, "Invalid annotation key '{0}'", pair);
continue;
}
if (pairMap.ContainsKey(key))
{
LogError(element, "Annotation key '{0}' was specified twice", key);
continue;
}
pairMap.Add(key, pair.Substring(idx + 1).Trim());
}
}
return pairMap;
}
/// <summary>
/// Reads an attribute from the given XML element, expands any properties in it, and parses it as a boolean.
/// </summary>
/// <param name="element">Element to read the attribute from</param>
/// <param name="name">Name of the attribute</param>
/// <param name="bDefaultValue">Default value if the attribute is missing</param>
/// <returns>The value of the attribute field</returns>
protected bool ReadBooleanAttribute(BgScriptElement element, string name, bool bDefaultValue)
{
bool bResult = bDefaultValue;
if (element.HasAttribute(name))
{
string value = ReadAttribute(element, name).Trim();
if (value.Equals("true", StringComparison.InvariantCultureIgnoreCase))
{
bResult = true;
}
else if (value.Equals("false", StringComparison.InvariantCultureIgnoreCase))
{
bResult = false;
}
else
{
LogError(element, "Invalid boolean value '{0}' - expected 'true' or 'false'", value);
}
}
return bResult;
}
/// <summary>
/// Reads an attribute from the given XML element, expands any properties in it, and parses it as an integer.
/// </summary>
/// <param name="element">Element to read the attribute from</param>
/// <param name="name">Name of the attribute</param>
/// <param name="defaultValue">Default value for the integer, if the attribute is missing</param>
/// <returns>The value of the attribute field</returns>
protected int ReadIntegerAttribute(BgScriptElement element, string name, int defaultValue)
{
int result = defaultValue;
if (element.HasAttribute(name))
{
string value = ReadAttribute(element, name).Trim();
int intValue;
if (Int32.TryParse(value, out intValue))
{
result = intValue;
}
else
{
LogError(element, "Invalid integer value '{0}'", value);
}
}
return result;
}
/// <summary>
/// Reads an attribute from the given XML element, expands any properties in it, and parses it as an enum of the given type.
/// </summary>
/// <typeparam name="T">The enum type to parse the attribute as</typeparam>
/// <param name="element">Element to read the attribute from</param>
/// <param name="name">Name of the attribute</param>
/// <param name="defaultValue">Default value for the enum, if the attribute is missing</param>
/// <returns>The value of the attribute field</returns>
protected T ReadEnumAttribute<T>(BgScriptElement element, string name, T defaultValue) where T : struct
{
T result = defaultValue;
if (element.HasAttribute(name))
{
string value = ReadAttribute(element, name).Trim();
T enumValue;
if (Enum.TryParse(value, true, out enumValue))
{
result = enumValue;
}
else
{
LogError(element, "Invalid value '{0}' - expected {1}", value, String.Join("/", Enum.GetNames(typeof(T))));
}
}
return result;
}
/// <summary>
/// Outputs an error message to the log and increments the number of errors, referencing the file and line number of the element that caused it.
/// </summary>
/// <param name="element">The script element causing the error</param>
/// <param name="format">Standard String.Format()-style format string</param>
/// <param name="args">Optional arguments</param>
protected void LogError(BgScriptElement element, string format, params object[] args)
{
Logger.LogScriptError(element.Location, format, args);
NumErrors++;
}
/// <summary>
/// Outputs a warning message to the log and increments the number of errors, referencing the file and line number of the element that caused it.
/// </summary>
/// <param name="element">The script element causing the error</param>
/// <param name="format">Standard String.Format()-style format string</param>
/// <param name="args">Optional arguments</param>
protected void LogWarning(BgScriptElement element, string format, params object[] args)
{
Logger.LogScriptWarning(element.Location, format, args);
}
/// <summary>
/// Evaluates the (optional) conditional expression on a given XML element via the If="..." attribute, and returns true if the element is enabled.
/// </summary>
/// <param name="element">The element to check</param>
/// <returns>True if the element's condition evaluates to true (or doesn't have a conditional expression), false otherwise</returns>
protected async Task<bool> EvaluateConditionAsync(BgScriptElement element)
{
// Check if the element has a conditional attribute
const string AttributeName = "If";
if (!element.HasAttribute(AttributeName))
{
return true;
}
// If it does, try to evaluate it.
try
{
string text = ExpandProperties(element, element.GetAttribute("If"));
return await BgCondition.EvaluateAsync(text, Context);
}
catch (BgConditionException ex)
{
LogError(element, "Error in condition: {0}", ex.Message);
return false;
}
}
/// <summary>
/// Expand all the property references (of the form $(PropertyName)) in a string.
/// </summary>
/// <param name="element">The element containing the string. Used for diagnostic messages.</param>
/// <param name="text">The input string to expand properties in</param>
/// <returns>The expanded string</returns>
protected string ExpandProperties(BgScriptElement element, string text)
{
string result = text;
// Iterate in reverse order to handle cases where there are nested expansions like $(Outer$(Inner))
for (int idx = result.LastIndexOf("$("); idx != -1; idx = result.LastIndexOf("$(", idx, idx + 1))
{
// Find the end of the variable name
int endIdx = result.IndexOf(')', idx + 2);
if (endIdx == -1)
{
break;
}
// Extract the variable name from the string
string name = result.Substring(idx + 2, endIdx - (idx + 2));
// Find the value for it, either from the dictionary or the environment block
string? value;
if (!TryGetPropertyValue(name, out value))
{
LogWarning(element, "Property '{0}' is not defined", name);
value = "";
}
// Check if we've got a value for this variable
if (value != null)
{
// Replace the variable, or skip past it
result = result.Substring(0, idx) + value + result.Substring(endIdx + 1);
}
}
return result;
}
}
/// <summary>
/// Reader for build graph definitions. Instanced to contain temporary state; public interface is through ScriptReader.TryRead().
/// </summary>
public class BgScriptReader : BgScriptReaderBase
{
/// <summary>
/// The current graph
/// </summary>
readonly BgGraph _graph = new BgGraph();
/// <summary>
/// Arguments for evaluating the graph
/// </summary>
readonly Dictionary<string, string> _arguments;
/// <summary>
/// The name of the node if only a single node is going to be built, otherwise null.
/// </summary>
readonly string? _singleNodeName;
BgAgent? _enclosingAgent;
BgNode? _enclosingNode;
/// <summary>
/// Private constructor. Use ScriptReader.TryRead() to read a script file.
/// </summary>
/// <param name="context">Context object</param>
/// <param name="defaultProperties">Default properties available to the script</param>
/// <param name="arguments">Arguments passed in to the graph on the command line</param>
/// <param name="singleNodeName">If a single node will be processed, the name of that node.</param>
/// <param name="schema">Schema for the script</param>
/// <param name="logger">Logger for diagnostic messages</param>
private BgScriptReader(IBgScriptReaderContext context, IDictionary<string, string> defaultProperties, IReadOnlyDictionary<string, string> arguments, string? singleNodeName, BgScriptSchema schema, ILogger logger)
: base(context, schema, logger)
{
_arguments = new Dictionary<string, string>(arguments, StringComparer.OrdinalIgnoreCase);
_singleNodeName = singleNodeName;
foreach (KeyValuePair<string, string> pair in defaultProperties)
{
SetPropertyValue(null!, pair.Key, pair.Value);
}
}
/// <summary>
/// Try to read a script file from the given file.
/// </summary>
/// <param name="context">Supplies context about the parse</param>
/// <param name="file">File to read from</param>
/// <param name="arguments">Arguments passed in to the graph on the command line</param>
/// <param name="defaultProperties">Default properties available to the script</param>
/// <param name="schema">Schema for the script</param>
/// <param name="logger">Logger for output messages</param>
/// <param name="singleNodeName">If a single node will be processed, the name of that node.</param>
/// <returns>True if the graph was read, false if there were errors</returns>
public static async Task<BgGraph?> ReadAsync(IBgScriptReaderContext context, string file, Dictionary<string, string> arguments, Dictionary<string, string> defaultProperties, BgScriptSchema schema, ILogger logger, string? singleNodeName = null)
{
// Read the file and build the graph
BgScriptReader reader = new BgScriptReader(context, defaultProperties, arguments, singleNodeName, schema, logger);
if (!await reader.TryReadAsync(file) || reader.NumErrors > 0)
{
return null;
}
// Make sure all the arguments were valid
HashSet<string> validArgumentNames = new HashSet<string>(reader._graph.Options.Select(x => x.Name), StringComparer.OrdinalIgnoreCase);
validArgumentNames.Add("PreflightChange");
foreach (string argumentName in arguments.Keys)
{
if (!validArgumentNames.Contains(argumentName))
{
logger.LogWarning("Unknown argument '{ArgumentName}' for '{Script}'", argumentName, context.GetNativePath(file));
}
}
// Return the constructed graph
return reader._graph;
}
/// <summary>
/// Reads the definition of a graph option; a parameter which can be set by the user on the command-line or via an environment variable.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadOptionAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
string name = ReadAttribute(element, "Name");
if (ValidateName(element, name))
{
// Make sure we're at global scope
if (ScopedProperties.Count > 1)
{
throw new Exception("Incorrect scope depth for reading option settings");
}
// Check if the property already exists. If it does, we don't need to register it as an option.
string? existingValue;
if (TryGetPropertyValue(name, out existingValue) && existingValue != null)
{
// If there's a restriction on this definition, check it matches
string restrict = ReadAttribute(element, "Restrict");
if (!String.IsNullOrEmpty(restrict) && !Regex.IsMatch(existingValue, "^" + restrict + "$", RegexOptions.IgnoreCase))
{
LogError(element, "'{0} is already set to '{1}', which does not match the given restriction ('{2}')", name, existingValue, restrict);
}
}
else
{
// Create a new option object to store the settings
string description = ReadAttribute(element, "Description");
string defaultValue = ReadAttribute(element, "DefaultValue");
BgOption option = new BgOption(name, description, defaultValue);
_graph.Options.Add(option);
// Get the value of this property
string? value;
if (!_arguments.TryGetValue(name, out value))
{
value = option.DefaultValue;
}
SetPropertyValue(element, name, value);
// If there's a restriction on it, check it's valid
string restrict = ReadAttribute(element, "Restrict");
if (!String.IsNullOrEmpty(restrict))
{
string pattern = "^(" + restrict + ")$";
if (!Regex.IsMatch(value, pattern, RegexOptions.IgnoreCase))
{
LogError(element, "'{0}' is not a valid value for '{1}' (required: '{2}')", value, name, restrict);
}
if (option.DefaultValue != value && !Regex.IsMatch(option.DefaultValue, pattern, RegexOptions.IgnoreCase))
{
LogError(element, "Default value '{0}' is not valid for '{1}' (required: '{2}')", option.DefaultValue, name, restrict);
}
}
}
}
}
}
/// <summary>
/// Reads a property assignment.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadPropertyAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
string name = ReadAttribute(element, "Name");
if (ValidateName(element, name))
{
string value = ReadAttribute(element, "Value");
if (element.HasChildNodes)
{
// Read the element content, and append each line to the value as a semicolon delimited list
StringBuilder builder = new StringBuilder(value);
foreach (string line in element.InnerText.Split('\n'))
{
string trimLine = ExpandProperties(element, line.Trim());
if (trimLine.Length > 0)
{
if (builder.Length > 0)
{
builder.Append(";");
}
builder.Append(trimLine);
}
}
value = builder.ToString();
}
SetPropertyValue(element, name, value);
}
}
}
/// <summary>
/// Reads a Regex assignment.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadRegexAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
// Get the pattern
string regexString = ReadAttribute(element, "Pattern");
// Make sure its a valid regex.
Regex? regexValue = ParseRegex(element, regexString);
if (regexValue != null)
{
// read the names in
string[] captureNames = ReadListAttribute(element, "Capture");
// get number of groups we passed in
int[] groupNumbers = regexValue.GetGroupNumbers();
// make sure the number of property names is the same as the number of match groups
// this includes the entire string match group as [0], so don't count that one.
if (captureNames.Length != groupNumbers.Count() - 1)
{
LogError(element, "MatchGroup count: {0} does not match the number of names specified: {1}", groupNumbers.Count() - 1, captureNames.Length);
}
else
{
// apply the regex to the value
string input = ReadAttribute(element, "Input");
Match match = regexValue.Match(input);
bool optional = await BgCondition.EvaluateAsync(ReadAttribute(element, "Optional"), Context);
if (!match.Success)
{
if (!optional)
{
LogError(element, "Regex {0} did not find a match against input string {1}", regexString, input);
}
}
else
{
// assign each property to the group it matches, skip over [0]
for (int matchIdx = 1; matchIdx < groupNumbers.Count(); matchIdx++)
{
SetPropertyValue(element, captureNames[matchIdx - 1], match.Groups[matchIdx].Value);
}
}
}
}
}
}
/// <summary>
/// Reads a property assignment from an environment variable.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadEnvVarAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
string name = ReadAttribute(element, "Name");
if (ValidateName(element, name))
{
string value = Environment.GetEnvironmentVariable(name) ?? "";
SetPropertyValue(element, name, value);
}
}
}
/// <summary>
/// Reads the definition for an agent.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadAgentAsync(BgScriptElement element)
{
string? name;
if (await EvaluateConditionAsync(element) && TryReadObjectName(element, out name))
{
// Read the valid agent types. This may be omitted if we're continuing an existing agent.
string[] types = ReadListAttribute(element, "Type");
// Create the agent object, or continue an existing one
BgAgent? agent;
if (_graph.NameToAgent.TryGetValue(name, out agent))
{
if (types.Length > 0 && agent.PossibleTypes.Length > 0)
{
if (types.Length != agent.PossibleTypes.Length || !types.SequenceEqual(agent.PossibleTypes, StringComparer.InvariantCultureIgnoreCase))
{
LogError(element, "Agent types ({0}) were different than previous agent definition with types ({1}). Must either be empty or match exactly.", String.Join(",", types), String.Join(",", agent.PossibleTypes));
}
}
}
else
{
if (types.Length == 0)
{
LogError(element, "Missing type for agent '{0}'", name);
}
agent = new BgAgent(name, types);
_graph.NameToAgent.Add(name, agent);
_graph.Agents.Add(agent);
}
// Process all the child elements.
_enclosingAgent = agent;
await ReadAgentBodyAsync(element);
_enclosingAgent = null;
}
}
/// <summary>
/// Reads the definition for an aggregate
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadAggregateAsync(BgScriptElement element)
{
string? name;
if (await EvaluateConditionAsync(element) && TryReadObjectName(element, out name) && CheckNameIsUnique(element, name))
{
string[] requiredNames = ReadListAttribute(element, "Requires");
BgAggregate newAggregate = new BgAggregate(name);
foreach (BgNode referencedNode in ResolveReferences(element, requiredNames))
{
newAggregate.RequiredNodes.Add(referencedNode);
}
_graph.NameToAggregate[name] = newAggregate;
string labelCategoryName = ReadAttribute(element, "Label");
if (!String.IsNullOrEmpty(labelCategoryName))
{
BgLabel label;
// Create the label
int slashIdx = labelCategoryName.IndexOf('/');
if (slashIdx != -1)
{
label = new BgLabel(labelCategoryName.Substring(slashIdx + 1), labelCategoryName.Substring(0, slashIdx), null, null, BgLabelChange.Current);
}
else
{
label = new BgLabel(labelCategoryName, "Other", null, null, BgLabelChange.Current);
}
// Find all the included nodes
foreach (BgNode requiredNode in newAggregate.RequiredNodes)
{
label.RequiredNodes.Add(requiredNode);
label.IncludedNodes.Add(requiredNode);
label.IncludedNodes.UnionWith(requiredNode.OrderDependencies);
}
string[] includedNames = ReadListAttribute(element, "Include");
foreach (BgNode includedNode in ResolveReferences(element, includedNames))
{
label.IncludedNodes.Add(includedNode);
label.IncludedNodes.UnionWith(includedNode.OrderDependencies);
}
string[] excludedNames = ReadListAttribute(element, "Exclude");
foreach (BgNode excludedNode in ResolveReferences(element, excludedNames))
{
label.IncludedNodes.Remove(excludedNode);
label.IncludedNodes.ExceptWith(excludedNode.OrderDependencies);
}
_graph.Labels.Add(label);
}
}
}
/// <summary>
/// Reads the definition for a report
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadReportAsync(BgScriptElement element)
{
string? name;
if (await EvaluateConditionAsync(element) && TryReadObjectName(element, out name) && CheckNameIsUnique(element, name))
{
string[] requiredNames = ReadListAttribute(element, "Requires");
BgReport newReport = new BgReport(name);
foreach (BgNode referencedNode in ResolveReferences(element, requiredNames))
{
newReport.Nodes.Add(referencedNode);
newReport.Nodes.UnionWith(referencedNode.OrderDependencies);
}
_graph.NameToReport.Add(name, newReport);
}
}
/// <summary>
/// Reads the definition for a badge
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadBadgeAsync(BgScriptElement element)
{
string? name;
if (await EvaluateConditionAsync(element) && TryReadObjectName(element, out name))
{
string[] requiredNames = ReadListAttribute(element, "Requires");
string[] targetNames = ReadListAttribute(element, "Targets");
string project = ReadAttribute(element, "Project");
int change = ReadIntegerAttribute(element, "Change", 0);
BgBadge newBadge = new BgBadge(name, project, change);
foreach (BgNode referencedNode in ResolveReferences(element, requiredNames))
{
newBadge.Nodes.Add(referencedNode);
}
foreach (BgNode referencedNode in ResolveReferences(element, targetNames))
{
newBadge.Nodes.Add(referencedNode);
newBadge.Nodes.UnionWith(referencedNode.OrderDependencies);
}
_graph.Badges.Add(newBadge);
}
}
/// <summary>
/// Reads the definition for a label
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadLabelAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
string name = ReadAttribute(element, "Name");
if (!String.IsNullOrEmpty(name))
{
ValidateName(element, name);
}
string category = ReadAttribute(element, "Category");
string[] requiredNames = ReadListAttribute(element, "Requires");
string[] includedNames = ReadListAttribute(element, "Include");
string[] excludedNames = ReadListAttribute(element, "Exclude");
string ugsBadge = ReadAttribute(element, "UgsBadge");
string ugsProject = ReadAttribute(element, "UgsProject");
BgLabelChange change = ReadEnumAttribute<BgLabelChange>(element, "Change", BgLabelChange.Current);
BgLabel newLabel = new BgLabel(name, category, ugsBadge, ugsProject, change);
foreach (BgNode referencedNode in ResolveReferences(element, requiredNames))
{
newLabel.RequiredNodes.Add(referencedNode);
newLabel.IncludedNodes.Add(referencedNode);
newLabel.IncludedNodes.UnionWith(referencedNode.OrderDependencies);
}
foreach (BgNode includedNode in ResolveReferences(element, includedNames))
{
newLabel.IncludedNodes.Add(includedNode);
newLabel.IncludedNodes.UnionWith(includedNode.OrderDependencies);
}
foreach (BgNode excludedNode in ResolveReferences(element, excludedNames))
{
newLabel.IncludedNodes.Remove(excludedNode);
newLabel.IncludedNodes.ExceptWith(excludedNode.OrderDependencies);
}
_graph.Labels.Add(newLabel);
}
}
/// <summary>
/// Reads the definition for a node, and adds it to the given agent
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadNodeAsync(BgScriptElement element)
{
string? name;
if (await EvaluateConditionAsync(element) && TryReadObjectName(element, out name))
{
string[] requiresNames = ReadListAttribute(element, "Requires");
string[] producesNames = ReadListAttribute(element, "Produces");
string[] afterNames = ReadListAttribute(element, "After");
string[] tokenFileNames = ReadListAttribute(element, "Token");
bool bRunEarly = ReadBooleanAttribute(element, "RunEarly", false);
bool bNotifyOnWarnings = ReadBooleanAttribute(element, "NotifyOnWarnings", true);
Dictionary<string, string> annotations = ReadAnnotationsAttribute(element, "Annotations");
// Resolve all the inputs we depend on
HashSet<BgNodeOutput> inputs = ResolveInputReferences(element, requiresNames);
// Gather up all the input dependencies, and check they're all upstream of the current node
HashSet<BgNode> inputDependencies = new HashSet<BgNode>();
foreach (BgNode inputDependency in inputs.Select(x => x.ProducingNode).Distinct())
{
inputDependencies.Add(inputDependency);
}
// Remove all the lock names from the list of required names
HashSet<FileReference> requiredTokens = new HashSet<FileReference>(tokenFileNames.Select(x => new FileReference(x)));
// Recursively include all their dependencies too
foreach (BgNode inputDependency in inputDependencies.ToArray())
{
requiredTokens.UnionWith(inputDependency.RequiredTokens);
inputDependencies.UnionWith(inputDependency.InputDependencies);
}
// Validate all the outputs
List<string> validOutputNames = new List<string>();
foreach (string producesName in producesNames)
{
BgNodeOutput? existingOutput;
if (_graph.TagNameToNodeOutput.TryGetValue(producesName, out existingOutput))
{
LogError(element, "Output tag '{0}' is already generated by node '{1}'", producesName, existingOutput.ProducingNode.Name);
}
else if (!producesName.StartsWith("#"))
{
LogError(element, "Output tag names must begin with a '#' character ('{0}')", producesName);
}
else
{
validOutputNames.Add(producesName);
}
}
// Gather up all the order dependencies
HashSet<BgNode> orderDependencies = new HashSet<BgNode>(inputDependencies);
orderDependencies.UnionWith(ResolveReferences(element, afterNames));
// Recursively include all their order dependencies too
foreach (BgNode orderDependency in orderDependencies.ToArray())
{
orderDependencies.UnionWith(orderDependency.OrderDependencies);
}
// Check that we're not dependent on anything completing that is declared after the initial declaration of this agent.
int agentIdx = _graph.Agents.IndexOf(_enclosingAgent!);
for (int idx = agentIdx + 1; idx < _graph.Agents.Count; idx++)
{
foreach (BgNode node in _graph.Agents[idx].Nodes.Where(x => orderDependencies.Contains(x)))
{
LogError(element, "Node '{0}' has a dependency on '{1}', which was declared after the initial definition of '{2}'.", name, node.Name, _enclosingAgent!.Name);
}
}
// Construct and register the node
if (CheckNameIsUnique(element, name))
{
// Add it to the node lookup
BgNode newNode = new BgNode(name, inputs.ToArray(), validOutputNames.ToArray(), inputDependencies.ToArray(), orderDependencies.ToArray(), requiredTokens.ToArray());
newNode.RunEarly = bRunEarly;
newNode.NotifyOnWarnings = bNotifyOnWarnings;
foreach ((string key, string value) in annotations)
{
newNode.Annotations[key] = value;
}
_graph.NameToNode.Add(name, newNode);
// Register all the output tags in the global name table.
foreach (BgNodeOutput output in newNode.Outputs)
{
BgNodeOutput? existingOutput;
if (_graph.TagNameToNodeOutput.TryGetValue(output.TagName, out existingOutput))
{
LogError(element, "Node '{0}' already has an output called '{1}'", existingOutput.ProducingNode.Name, output.TagName);
}
else
{
_graph.TagNameToNodeOutput.Add(output.TagName, output);
}
}
// Add all the tasks
_enclosingNode = newNode;
await ReadNodeBodyAsync(element);
_enclosingNode = null;
// Add it to the current agent
_enclosingAgent!.Nodes.Add(newNode);
}
}
}
/// <summary>
/// Reads a "Switch" element
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="readContentsAsync">Delegate to read the contents of the element, if the condition evaluates to true</param>
protected override async Task ReadSwitchAsync(BgScriptElement element, Func<BgScriptElement, Task> readContentsAsync)
{
foreach (BgScriptElement childElement in element.ChildNodes.OfType<BgScriptElement>())
{
if (childElement.Name == "Default" || await EvaluateConditionAsync(childElement))
{
await readContentsAsync(childElement);
break;
}
}
}
/// <summary>
/// Reads a task definition from the given element, and add it to the given list
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadTaskAsync(BgScriptElement element)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// If we're running a single node and this element's parent isn't the single node to run, ignore the error and return.
if (!String.IsNullOrWhiteSpace(_singleNodeName) && _enclosingNode!.Name != _singleNodeName)
{
return;
}
if (await EvaluateConditionAsync(element))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgTask info = new BgTask(element.Location, element.Name);
foreach (XmlAttribute? attribute in element.Attributes)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (String.Compare(attribute!.Name, "If", StringComparison.InvariantCultureIgnoreCase) != 0)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
{
string expandedValue = ExpandProperties(element, attribute.Value);
info.Arguments.Add(attribute.Name, expandedValue);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
}
}
_enclosingNode!.Tasks.Add(info);
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Reads the definition for an email notifier
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
protected override async Task ReadNotifierAsync(BgScriptElement element)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (await EvaluateConditionAsync(element))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
string[] targetNames = ReadListAttribute(element, "Targets");
string[] exceptNames = ReadListAttribute(element, "Except");
string[] individualNodeNames = ReadListAttribute(element, "Nodes");
string[] reportNames = ReadListAttribute(element, "Reports");
string[] users = ReadListAttribute(element, "Users");
string[] submitters = ReadListAttribute(element, "Submitters");
bool? bWarnings = element.HasAttribute("Warnings") ? (bool?)ReadBooleanAttribute(element, "Warnings", true) : null;
bool bAbsolute = element.HasAttribute("Absolute") && ReadBooleanAttribute(element, "Absolute", true);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Find the list of targets which are included, and recurse through all their dependencies
HashSet<BgNode> nodes = new HashSet<BgNode>();
if (targetNames != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
HashSet<BgNode> targetNodes = ResolveReferences(element, targetNames);
foreach (BgNode node in targetNodes)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
nodes.Add(node);
nodes.UnionWith(node.InputDependencies);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
// Add all the individually referenced nodes
if (individualNodeNames != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
HashSet<BgNode> individualNodes = ResolveReferences(element, individualNodeNames);
nodes.UnionWith(individualNodes);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
// Exclude all the exceptions
if (exceptNames != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
HashSet<BgNode> exceptNodes = ResolveReferences(element, exceptNames);
nodes.ExceptWith(exceptNodes);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
// Update all the referenced nodes with the settings
foreach (BgNode node in nodes)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
if (users != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3564337) #lockdown Nick.Penwarden #rb na Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564585 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564584 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564583 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564582 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564580 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564579 on 2017/07/31 by Ben.Salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. Change 3564513 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564512 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564511 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564510 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564507 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564506 on 2017/07/31 by Laurent.Delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). #!codereview jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. Change 3564384 on 2017/07/31 by Shaun.Kime Now have a System Life Cycle module that looks for all the emitters being dead and then disables itself. This also triggers the reset of the simulation. GPU particles seems to have degraded after the spawn rate. Emitters now reset when there are no particles. Systems now reset when the state is Dead or Disabled, so you'll need to add a System Life Cycle component to have proper looping behavior for a system. #!rb none #!tests updated hypnotizer and other scripts Change 3564012 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564009 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564008 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564007 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564006 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564005 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564003 on 2017/07/31 by Laurent.Delayen Added console command to disable URO interpolation. #!codereview martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. Change 3563538 on 2017/07/30 by Frank.Fella Niagara - Stack data interface editing fixes + When a data interface object is modified by the stack, refresh the curves UI and re-initialize the simulation. + Generate better names for the inputs used by data interfaces. #!Tests The curve UI and simulation update correctly when modifying the curve data interfaces in the stack and the generated inputs for data interfaces have better names. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563537 on 2017/07/30 by Frank.Fella Niagara - Fix the background color for stack errors. #!Tests Stack errors are no longer white. #!rb none Change 3563531 on 2017/07/30 by Frank.Fella Niagara - Generate stack spacer keys more safely to prevent list view crashes. #!Tests adding an emitter spawn module no longer crashes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563518 on 2017/07/30 by Frank.Fella Niagara - Give parameter map error log message more context #!Tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563384 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563383 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563382 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563381 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563380 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563379 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563375 on 2017/07/29 by Andrew.Grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none Change 3563307 on 2017/07/29 by Frank.Fella Niagara - Stack UI Rework + Refactor most of the stack layout code to make things more consistent and to make future features possible. + Add a hover cue for item rows. + Add icons for the different types of inputs. + Make inputs collapsible. + Move the pin buttons to the right side of the name column to prevent visual clutter with the expanders. + Make the module splitter visible and add a correct hover cue. #!Tests Stack functions correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563305 on 2017/07/29 by Ben.Salem Add Shallow FX Test node to gauntlet and to orionbuild. Also switched Dev-Gen to being the Deep Test branch instead of dev-ui. #!rb none #!tests Ran a test of the new node, preflighted orionbuild.xml changes. Change 3563205 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563204 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563203 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563202 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563201 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563200 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563199 on 2017/07/29 by Andrew.Grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none Change 3563187 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563186 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563185 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563184 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563183 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563182 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563181 on 2017/07/29 by Andrew.Grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none Change 3562983 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562982 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562981 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562980 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562979 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562978 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562977 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562976 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562975 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562974 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562973 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562970 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562969 on 2017/07/28 by Dan.Hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [OR-41642] - Alpha is no longer applied to the chest tooltips. Also, the chests on the edge won't have their tooltip clip off the screen. #!review-3562971 @Nick.Darnell, @Don.Eubanks #!fyi Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) #!QAReview Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place Change 3562966 on 2017/07/28 by Andrew.Grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none #!review-3562967 @daniel.lamb #!tests LoadTest locally on cooked data on PS4/Win64 Change 3562965 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562964 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562963 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562962 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562961 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562960 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562959 on 2017/07/28 by Andrew.Grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none Change 3562136 on 2017/07/28 by Shaun.Kime Changing the version so that old assets will recompile and regenerate their spawn attribute table #!rb none #!code.review simon.tovey #!tests opened asset and made sure it compiled on load Change 3560805 on 2017/07/28 by Simon.Tovey - Programmable spawning All spawning controlled by creating a FNiagaraSpawnInfo attribute. Any of these attributes in an emitter will feed one spawn script run. - Fixed issue with HLSL and register table layout not matching for structs correctly. - Removed some vestigial code. - Temporarily commenting out references to burst in the UI until we can hook them back up. - Removed direct ref to emitter handle in emitter instances with an EmitterIndex in their parent. More broadly useful and can be used to access emitter handle. - Fixed a couple of issues breaking interpolated spawning. - Updated default emitter and the hypnotiser to new spawning method. #!rb none #!tests Tested new default emitter and a few others. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3560376 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560375 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560374 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560373 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560372 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560370 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560367 on 2017/07/27 by Stephan.Jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE Change 3560196 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560192 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560188 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560186 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560185 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560183 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560180 on 2017/07/27 by Daniel.Lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client Change 3560131 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560130 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560129 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560128 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560127 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560126 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560123 on 2017/07/27 by Ori.Cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none Change 3559908 on 2017/07/27 by Aaron.McLeran Fixing compile error #!tests none #!rb none #!codereview Andrew.Grant Change 3559674 on 2017/07/27 by Shaun.Kime Now batching up the shader constants into another data set for System/Emitter graphs. #!rb Simon.Tovey #!tests ran multiple copies of Hypnotizer and made sure that they obeyed the emitter lifetime module outputs. Change 3559527 on 2017/07/27 by Aaron.McLeran #!jira UE-45483 Integrating fix to //Orion/Dev-General #!rb none #!tests none Change 3559284 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559283 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559282 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559281 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559280 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559254 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559253 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559252 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559251 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559250 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559192 on 2017/07/27 by Shaun.Kime Removing compile on load for standalone functions. #!rb none #!tests n/a Change 3559115 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559111 on 2017/07/27 by Laurent.Delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets Change 3559060 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559043 on 2017/07/27 by Jon.Lietz compile fix #!rb none #!test compiles #!review-3559054 @Daniel.Lamb Change 3558928 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3558927 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3558926 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3558923 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3558921 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3558919 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3558917 on 2017/07/27 by Daniel.Lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None Change 3558264 on 2017/07/27 by Wyeth.Johnson Pondering update Change 3558206 on 2017/07/27 by Jurre.deBaare HLOD: Need to be able to disable auto-LOD generation on meshes in a BP #!fix added flag to PrimitiveComponent to disable certain BP components to be excluded from HLOD generation, and also not have a LODParent primitive set #!jira UE-47711 #!rb Benn.Gallagher #!Tests generate HLOD clusters with enabled/disabled components and actors Change 3558200 on 2017/07/27 by Jurre.deBaare Crash rebuilding HLOD cluster #!fix Simplygon returns an empty mesh if the input is not overlapping the culling (landscape) mesh, so added bound check for input vs landscape to prevent this situation #!misc Added error when Simplygon returns an invalid raw mesh after processing #!jira UE-47709 #!rb Benn.Gallagher Change 3558116 on 2017/07/27 by Wyeth.Johnson Roughed in drag, while pondering physical correctness or lack therof Change 3557918 on 2017/07/27 by Simon.Tovey ~2x speed up of niagara compilation. Set of visited nodes in numeric fix up viistor was becoming massive and spending about half the total compile time just ensuring we'd not visited a node before. Moved over to a slightly clunkier but faster method of using a visitor ID on the node itself. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime #!rb none #!tests tested several emitters. Seems to work Change 3557439 on 2017/07/26 by Olaf.Piesche Replicating CL3557068 Adding a configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #!rb marcus.wassmer #!tests QAGame Change 3556915 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556914 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556913 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556912 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556911 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556910 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556903 on 2017/07/26 by Daniel.Lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked Change 3556592 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556591 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556590 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556589 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556588 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556587 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556570 on 2017/07/26 by Andrew.Grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. Change 3556239 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556238 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556237 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556236 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556235 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556229 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556226 on 2017/07/26 by David.Ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie #!review-3556227 @Daniel.Lamb Change 3556163 on 2017/07/26 by Frank.Fella Niagara - Rework the system toolkit so that it can edit stand alone emitters and systems. This allows the use the attribute spreasheet and system views when editing emitters and enables inspecting and editing the emitter graphs (for debug purposes) when editing systems. #!Tests Verified general system and emitter editing functionality. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3556104 on 2017/07/26 by Jian.Ru Changed OpacityConst and OpacityMaskConst default to 1.0 to prevent HLOD meshes from disappearing Change 3555992 on 2017/07/26 by Frank.Fella Niagara - Fix a bug when deleting dynanmic inputs which would leave the graph broken. #!Tests Removing a dynamic input now leaves the graph in a vaild state. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3555991 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555988 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555984 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555983 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555982 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555896 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555778 on 2017/07/26 by David.Ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie Change 3555726 on 2017/07/26 by Frank.Fella Niagara - Don't clear keyboard focus on commit for float and int value editors. #!Tests keyboard focus is no longer cleared. #!rb none Change 3555668 on 2017/07/26 by Frank.Fella Niagara - Fix a bug in the hlsl translator where multiple dynamic input usages were not genering unique code like modules. #!Tests Multiple dynamic input usages generate correct code. #!rb Shaun K. Change 3555188 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555187 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555186 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555185 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555184 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555088 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555053 on 2017/07/26 by Andrew.Grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none Change 3554987 on 2017/07/26 by Simon.Tovey Fixed register table / hlsl mismatch #!rb none #!tests Scripts with compound structs containing ints now work correctly. #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3554672 on 2017/07/25 by Olaf.Piesche More PS4 cooking/launching fixes #!rb none #!codereview simon.tovey,frank.fella,shaun.kime #!tests cook PS4 Change 3554407 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3554406 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3554405 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3554404 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3554403 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3554400 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3554397 on 2017/07/25 by Andrew.Grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none Change 3554394 on 2017/07/25 by Wyeth.Johnson Mooooore modules work Change 3553557 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3553556 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3553555 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3553554 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3553553 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3553552 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3553548 on 2017/07/25 by Andrew.Grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none Change 3553261 on 2017/07/25 by Frank.Fella Niagara - Added some editor only delegates so that we can handle the niagara system instance creation and destruction more consistently. Also removed the get on create functionality when getting the system instance from the component. #!Tests Verified that the system instance is now valid when opening the system and emitter editors. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3553018 on 2017/07/25 by Frank.Fella Niagara - Remove a check which was causing crashes when executing an empty script. We probably shouldn't execute these at all, but that can be a future optimization. #!Tests Empty scripts no longer crash when executed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552872 on 2017/07/25 by Frank.Fella Niagara - Allow setting system parameters in the system scripts and tweak the IsValid() logic on systems and scripts so that systems with empty system scripts can still run. #!Tests Empty system scripts now run, and invalid system scripts no longer try to simulate and cause a crash. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552115 on 2017/07/24 by Olaf.Piesche More compile errror fixes for Clang #!rb none #!codereview Simon.Tovey #!tests build Win64 and PS4 Change 3551601 on 2017/07/24 by Wyeth.Johnson Some debug stuff Change 3551581 on 2017/07/24 by Frank.Fella Niagara - Make the simulation tolerate float inaccuracies a little better when updating using desired age. #!Tests Simulations no longer reset every frame when paused. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3551454 on 2017/07/24 by Wyeth.Johnson test for frank Change 3551387 on 2017/07/24 by Daniel.Lamb Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 Change 3551377 on 2017/07/24 by Daniel.Lamb When you run from launch build it always puts notimeouts on the commandlines #!rb Trivail #!test Cooked paragon ps4 Change 3551370 on 2017/07/24 by Daniel.Lamb Added option to dump all the scalability options which were applied. #!rb Trivial #!test Cooked paragon Change 3551101 on 2017/07/24 by Bart.Hawthorne Remove the call to UDemoNetDriver::TickCheckpoint inside UDemoNetDriver::SaveCheckpoint. There was an edge case where if the partial bunch reliable threshold was hit, since this call is outside the normal tick flow, the connection didn't have a chance to internally ack the packets, so the actor might not replicate out to the checkpoint since the channel was waiting for them to still be ack'd. #!codereview ryan.gerleve #!rb none #!tests saved and loaded replay Change 3551058 on 2017/07/24 by Shaun.Kime Removed logging code #!rb none #!tests n/a Change 3550968 on 2017/07/24 by Wyeth.Johnson Some more tests Change 3550806 on 2017/07/24 by Shaun.Kime Basic lifetime in place for solo emitters. #!rb none #!test modified Hypnotizer asset to have two loops then ultimately a reset at 15 sec. Change 3550785 on 2017/07/24 by Frank.Fella Niagara - Fix a crash when opening the system editor related to moving the stack to it's own module. #!tests no longer crashes. #!rb none Change 3550137 on 2017/07/23 by Frank.Fella Niagara - Create a separate module for niagara editor widgets and move the stack UI there. This enables hot reloading for faster UI iteration. #!tests Verified that hot reloading works for the stack UI. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3549581 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3549580 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3549579 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549578 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3549577 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3549576 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3549564 on 2017/07/22 by Andrew.Grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none Change 3549546 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... via CL 3549545 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3549545 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3549544 on 2017/07/22 by Andrew.Grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none Change 3549542 on 2017/07/22 by Andrew.Grant Merging latest from //Orion/Main to Release-42 #!tests #!rb none Change 3549530 on 2017/07/22 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3549505 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3549101 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549488 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3549423 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3549404 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3549101 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3549055 on 2017/07/21 by Frank.Fella Niagara - Move stack editor data to it's own class so that the system and emitter sub-stacks can have their own copies since they are in different graphs and the system is shared among all emitter stacks. #!Tests various stack functionality which is stored in the editor data. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3548983 on 2017/07/21 by Olaf.Piesche Re-adding inadvertantly deleted IsValid function to FNiagaraDataSetIterator. Oops. Should fix Wyeth's current crash opening assets. #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests none Change 3548810 on 2017/07/21 by Bart.Hawthorne Don't replicate the WorldSettings Pauser property out to replays - this causes the pause button to automatically get pressed (since it checks the pauser property for its state). #!jira OR-41516 #!rb none #!codereview ryan.gerleve #!tests watched a live replay and paused it from the match, also used the pause button normally in a regular replay Change 3548740 on 2017/07/21 by Bart.Hawthorne - Added an OnRep for the Pauser member on the WorldSettings so code can get notified for when the server becomes paused - Hooked up the HUDContext and Escape Menu Widget to the WorldSettings Pauser OnRep so that the pause game button text can update appropriately #!codereview ryan.gerleve, cody.haskell #!rb none #!tests paused and unpaused game in a live match and tested pausing in a replay Change 3548656 on 2017/07/21 by Olaf.Piesche Changing const statics with class-scope initialization to class-scope enum to make compile on Clang #!rb none #!codereview shaun.kime,frank.fella,simon.tovey #!tests builds, editor, sample assets Change 3548395 on 2017/07/21 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-42 (//Orion/Release-42) Change 3548394 on 2017/07/21 by Ben.Salem Add flavor of build to FX Perf report mail. Also, add -localmailer flag to FXtests to allow for reports to be sent out from tests run locally. #!rb none #!tests Ran a pass with the -localmailer flag enabled and mail sent out properly. Change 3548382 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548285 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548098 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3548095 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548092 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548090 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3548082 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main #!tests #!rb none Change 3548077 on 2017/07/21 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3547577 on 2017/07/20 by Olaf.Piesche -various build problems for non-editor builds fixed -almost there -editor should still build and run fine; PC game and PS4 are building save for one more error #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests editor Change 3547495 on 2017/07/20 by Shaun.Kime Checkpointing code for liftetime management of emitters. Moved everything to new enum ENiagaraExecutionState. More work on EmitterLifetime module. Added the count for number of alive emitters and emitter particle counts to appropriate emitter and system script execution. Still need to implement for batched system scripts. Fixed up enums so that they can be assigned using numerics so that we can use in ==/!=/etc. #!rb none #!tests n/a Change 3547204 on 2017/07/20 by Thomas.Ross Compile all blueprints commandlet #!rb Andrew.Grant #!tests Local command line, Electric Commander Change 3546884 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3546847 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none Change 3546620 on 2017/07/20 by Simon.Tovey Adding integer random to fix wyeths random issues. #!rb none #!tests random range now works. Exisiting randoms work Change 3546539 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... via CL 3546538 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3546538 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3546537 on 2017/07/20 by Andrew.Grant Version locking to 3537225 #!ROBOMERGE: !41.4 #!tests #!rb none Change 3546417 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546416 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546415 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546414 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546413 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546399 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3546344 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546343 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546342 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546341 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546340 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546335 on 2017/07/20 by Andrew.Grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none Change 3546201 on 2017/07/20 by Andrew.Grant AsyncLoading fix from UE4/Main #!tests compiled #!rb Gil.Gribb Change 3545394 on 2017/07/19 by Shaun.Kime Missing header #!rb none #!tests n/a Change 3545391 on 2017/07/19 by Shaun.Kime Added an HLSL code viewer to Niagara scripts in the system panel. #!rb none #!tests n/a Change 3545250 on 2017/07/19 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3545029 on 2017/07/19 by Daniel.Lamb Merging 3474537 //UE4/Dev-Rendering/Engine/Source/... to //Orion/Dev-UI/Engine/Source/... #!test Paragon editor rebuild lighting Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) #!rb Phillip.Kavan, Zak.Middleton Change 3544816 on 2017/07/19 by Wyeth.Johnson Moduleiteration Change 3544763 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast #!rb none #!tests n/a Change 3544762 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast. #!rb none #!tests n/a Change 3544587 on 2017/07/19 by Dan.Oconnor Hardening for edge case in blueprint loading. This if statement will be removed entirely in Dev-Framework #!rb Phillip.Kavan #!rnx #!jira OR-38176 #!fyi Ben.Zeigler #!tests:PIE Change 3544082 on 2017/07/19 by Andrew.Grant Duplicating 3531450 to address OR-41160 #!tests compiled #!rb Chris.Bunner Change 3543964 on 2017/07/19 by Bart.Hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve #!fyi cody.haskell #!tests paused match several times and check that pause text got updated Change 3543522 on 2017/07/18 by Wyeth.Johnson Added some comments to spawn location script Change 3543419 on 2017/07/18 by Olaf.Piesche Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) Code only; OrionGame still to be merged #!rb none #!codereview simon.tovey shaun.kime frank.fella #!tests sample niagara assets Change 3543302 on 2017/07/18 by Brian.Fasten Fix for include paths/ #!rb Daniel.Lamb #!test Paragon editor compile Change 3543200 on 2017/07/18 by Andrew.Grant Fixed another formatting error #!tests compiled #!rb none Change 3543120 on 2017/07/18 by Andrew.Grant Fixed extra format specifier #!tests compiled #!rb daniel.lamb Change 3543066 on 2017/07/18 by Wyeth.Johnson First pass at a real Niagara module. Sphere spawning checked in, supports radius, XYZ transform, Nonuniform scale, two different density distributions, and hemispherical culling. Points of debate are: how and what to hide behind switches How to generalize the density function. curve lookup? dynamic input? What is fast, cheap, and useful Need for static switching for optimization Need for dynamic exposure/collapse of options based on those switches Need to bubble up autopinned stuff to the stack, leave the rest collapsed Commenting style, node layout style, numeric pins use (convert to type, vs. leave numeric through as much as possible) Change 3542935 on 2017/07/18 by Olaf.Piesche -More events work; spawn events for GPU sim -bit of cleanup, more needed -PS4 shader compilation and cooking now working -Fixed the bug that made it so a manual recompile was needed to get a GPU simulated emitter to run #!rb none #!tests example assets Change 3542926 on 2017/07/18 by Frank.Fella Niagara - Missed in last checkin. #!tests none #!rb none Change 3542914 on 2017/07/18 by Andrew.Grant Removed hack, changed material warning to ASSET_LOG #!tests compiled #!rb none Change 3542889 on 2017/07/18 by Ori.Cohen Exposed an inertia scale for body instances #!rb Lina.Halper #!tests none Change 3542861 on 2017/07/18 by Andrew.Grant Fix for compile issue in non-shipping #!tests compiling #!rb none Change 3542835 on 2017/07/18 by Frank.Fella Niagara - Stack UX improvements + Can now navigate to dynamic input and module assets by double clicking on them in the stack. Currently only works in the emitter editor since we deep copy the graph and lose the asset references. + Can now collapse stack groups with a button. + Curves should always show up in the curve editor now. Custom seleciton is coming later. + Prevent duplication of output nodes since they can't be deleted. #!tests Verified new stack functionality and output node duplication. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3542816 on 2017/07/18 by Wyeth.Johnson Sphere V2 Change 3542798 on 2017/07/18 by Simon.Tovey Fix for crash Wyeth is seeing. #!rb none #!tests fixes crash. Change 3542787 on 2017/07/18 by Andrew.Grant Added UE_ASSET_LOG macro and moved some current warnings in Orion to UE_ASSET_LOG UE_ASSET_LOG is intended to provide a means of emitting asset-related logging in a consistent format that can be parsed by CIS jobs and tools. Currently there is a single option (AssetLogShowsDiskPath, true by default) but this could be expanded to provide additional options. The asset argument can be a UObject pointer or a const TCHAR* to a path. Package paths (/Game/Path/Foo.uasset), object paths (/Game/Path/Foo.Foo) and relative paths (..\..\..\OrionGame\Foo\Foo.uasset) are all supported. Usage: E.g UE_ASSET_LOG(LogMaterial, Warning, Material, TEXT("Failed to compile material")); UE_ASSET_LOG(LogMaterial, Warning, *Material->GetPathName(), TEXT("Failed to compile material")); #!tests ran locally with a selection of different asset arguments #!rb Ben.Marsh #!review-3542499 @Ben.Marsh Change 3542648 on 2017/07/18 by Jon.Lietz needed file #!rb none #!tests compiles Change 3542600 on 2017/07/18 by Cody.Haskell Work on adding pause feature to escape menu. use -fakecustom on the command line to make the menu option come up in non-custom matches for testing #!codereview Bart.Hawthorne #!tests Golden Path #!rb none Change 3542560 on 2017/07/18 by Jon.Lietz first pass moving cards in world from BP to native - fixed issue with active items - fixed a crash inside the engine with actor sequence component - fixed an issue with the Ability system comp upadting shadow plane vision based on vision manager that might not have updated yet. #!rb none #!tests cards now no longer show up if the user is in shadow plane and the viewer's team does not have vision on them. Change 3542543 on 2017/07/18 by Simon.Tovey A bit of improved log spam for VM backend #!rb none #!tests none Change 3542235 on 2017/07/18 by Wyeth.Johnson Two separate implementations of sphere spawning, working on 3rd before eval Change 3542102 on 2017/07/18 by Simon.Tovey Fixed bug in bytecode generation due to incorrect temp register allocation. #!rb none #!tests Wyeths test case now works + some other emitters tested still working. Keeps around the last HLSL translation generated. #!rb none #!tests n/a Change 3541991 on 2017/07/18 by Shaun.Kime Fix for making sure that the cube map selected for the profile is loaded from disk between editor runs. #!rb none #!tests opened editor, changed profile's cube map, then closed settings editor to save, exited app, restarted and verified that the cube map is the same Change 3541819 on 2017/07/18 by Andrew.Grant Better logging for warning #!tests #!rb none Change 3541178 on 2017/07/17 by Ori.Cohen Fix jitter with hair in rigid body node caused by bad contact offset. #!rb none #!tests none Change 3541059 on 2017/07/17 by Daniel.Lamb Fixed issue with volatile string names being used as the key for TMap. #!rb Jason.Bestimt #!test Paragon Client #!jira OR-41135 Change 3540970 on 2017/07/17 by Wyeth.Johnson test emitters for modules Change 3540948 on 2017/07/17 by Ben.Salem Add comma separated hero list support to FXTest Gauntlet node. #!rb none #!tests compiled and passed in a 2-person comma separated list. Change 3540875 on 2017/07/17 by Ben.Salem Enable SoloSmokes to back up logs after tests run. #!rb none #!tests Ran smoke pass today. Change 3540561 on 2017/07/17 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) #!rb Lina.Halper #!tests none Change 3540529 on 2017/07/17 by Andrew.Grant Disable screenshots #!tests compiled #!rb none Change 3540108 on 2017/07/17 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #!rb David.Hill #!tests none Change 3539847 on 2017/07/17 by Wyeth.Johnson Fixing up redirects in Niagara content plugin folder Change 3539554 on 2017/07/17 by Don.Eubanks Added Deck Descriptions to Deck Selection Screen - Set basic / placeholder descriptions for all 6 starter decks to include Attribute names Added "bAllowRightClickScrolling" to SScrollBox and UScrollBox to control whether or not holding the right mouse button will allow scrolling. - Disabled for Deck Selector scroll box. #!rb none #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 #!review-3539555 matt.schembari dan.hertzka philip.buuck #!fyi dan.hertzka - Hope I'm not out of line adding this feature to SScrollBox, didn't see any other way to disable it (MouseWheel already a similar feature driven by an enum) Change 3539506 on 2017/07/16 by Andrew.Grant REsolved files from Main after Dev-UI merge #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_Balance/OrionGame/Content/Blueprints/AbilityRangedMacros.uasset -------------------------------------- Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3539483 on 2017/07/16 by Don.Eubanks Backing out changelist 3539458 per andrew.grant's request as it can cause a crash on project generation. #!rb none #!tests Compile DebugGame Editor Win64 Change 3539458 on 2017/07/16 by Andrew.Grant Combined rules for Orion targets into common base class to remove some inconsitencies and provide easier editing #!tests BuildCookTest locally, preflighted with tests #!rb none #!review-3539459 @daniel.lamb, @david.ratti Change 3539386 on 2017/07/16 by Andrew.Grant Disabled screenshots on 'None' test #!tests #!rb none Change 3539383 on 2017/07/16 by Andrew.Grant Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-IWYU (//Orion/Dev-IWYU) Change 3539374 on 2017/07/16 by Andrew.Grant Gauntlet - Added timeout to PS4DevkitUtil commands #!tests ran test locally #!rb none Change 3539174 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3539156 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3539146 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3539142 on 2017/07/15 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3539129 on 2017/07/15 by Andrew.Grant Added an ensure on render-target size to catch bad data earlier #!tests ran with some bad data :) #!rb none Change 3539094 on 2017/07/15 by Andrew.Grant Fixed log location not being written out to report #!tests none #!rb none Change 3539009 on 2017/07/15 by Andrew.Grant Moved perf extraction into the SoakTest node Now generate perf values for ShortSoloGame #!tests ran locally #!rb none Change 3538990 on 2017/07/14 by Andrew.Grant Made gif's work for editor-based tests #!tests ran locally #!rb none Change 3538968 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538967 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538966 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538965 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538964 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538962 on 2017/07/14 by Andrew.Grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay #!review-3538963 @david.ratti #!rb none Change 3538954 on 2017/07/14 by Andrew.Grant Screenshot support for gauntlet: - Test nodes and/or controllers can specify a periodic interval for screenshots to be taken. - Screenshots are converted to jpeg and archived with other artifacts - Screenshots are turned into gif's and linked in the report #!tests lots of running of tests #!rb none Change 3538714 on 2017/07/14 by Shaun.Kime Adding in a root transform adjustment for the emitter so that things don't spawn at 0,0,0 anymore. Will make it adjustable in the future. #!rb none #!tests n/a Change 3538710 on 2017/07/14 by Shaun.Kime Moving to the advanced preview scene so that we can have something to collide against and also contrast against for better preview. #!rb none #!tests n/a Change 3538581 on 2017/07/14 by Don.Eubanks Fixing compilation. #!rb none #!tests Compile DebugGame Editor Win64 #!fyi daniel.lamb Change 3538543 on 2017/07/14 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node #!rb Lina.Halper #!tests none Change 3538428 on 2017/07/14 by Daniel.Lamb Added support for timerguard to take in a delegate used to generate the string output which means it doesn't need to be generated unless the timer triggers. #!rb Jason.Bestimt #!test Paragon ps4 Change 3538416 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538415 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538414 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538413 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538412 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538411 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538410 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538408 on 2017/07/14 by Andrew.Grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer Change 3538389 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538388 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538387 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538384 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538383 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538382 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538380 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538379 on 2017/07/14 by Andrew.Grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer Change 3538305 on 2017/07/14 by Shaun.Kime Making if nodes handle enums and a follow-up file from previous commit #!rb none #!tests n/a Change 3538303 on 2017/07/14 by Shaun.Kime Added comment nodes #!rb none #!tests added to working script saved and reloaded Change 3538084 on 2017/07/14 by Frank.Fella Niagara - Change the available parameter list for functions so that it only shows parameters written before the current module, add initial versions of parameters written in the spawn script, and fix the function output lists so that they only show actual outputs. #!tests Verified that the available parameters for inputs is correct, and verified that the output lists are correct. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3538007 on 2017/07/14 by Shaun.Kime Adding basic enum support. By default we have an enum ENiagaraExecutionState that can be used by both systems and emitters to track their status. Removed the Start/End/NumLoop data from Emitters. A future changelist will introduce scripts that manage the execution state mentioned above. #!rb None #!test n/a Change 3537732 on 2017/07/14 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. #!rb David.Hill #!tests none Change 3537395 on 2017/07/14 by Simon.Tovey Slightly improved error reporting for data interfaces that can't (yet). Error reporting in general needs a lot of work. Soon. #!rb none #!tests We now don't just ensure() when using interfaces with not GPU implementation, an error is reported to the log. ? Interfaces with instance data now work. ? Emitter editor now has proper system setup so their scripts work correctly. ? Modified pin creation for emitter nodes. ? System instances respecting their bError flag again. ? Removed some log spam from compiling function/module/dynamic input scripts. #!rb none #!tests Interfaces needing instance data now work #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3537288 on 2017/07/14 by Frank.Fella Niagara - Parameter wrangling Part 1 + Modules for setting specific parameters can be reassigned to set other parameters. + You can now add a new parameter of any type to the current namespace in each stack. + The "Read from new parameter" options when assigning an input will be correct based on the current namespace and asset editor type. + You can now assign any written parameter in the stack to an input. This will be filtered based on the current context in the future. + Set parameter modules are now added with their input pinned and collapsed. #!Tests adding and re-assigning set parameter nodes works correctly and read from new parameter options have the correct context. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3537247 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537246 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537245 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537244 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537243 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537242 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537241 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537240 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537239 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537238 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537232 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537231 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537227 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537226 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537225 on 2017/07/13 by Andrew.Grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none Change 3537170 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537169 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537166 on 2017/07/13 by Andrew.Grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png #!review-3537167 @luke.thatcher #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader Change 3537121 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537120 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537119 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537117 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537116 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... #!ROBOMERGE-BOT: ORION (Dev-UI -> Main) Change 3537114 on 2017/07/13 by Andrew.Grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. #!review-3537115 @matt.schembari, @matt.kuhlenschmidt, @nick.darnell #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE: Main Change 3536905 on 2017/07/13 by Andrew.Grant Safety ensure as someone hit a crash here #!tests #!rb none #!jira OR-41029 Change 3536904 on 2017/07/13 by Andrew.Grant Don't ask PhysX to clean invalid meshes #!tests cooked #!rb none Change 3535790 on 2017/07/13 by Andrew.Grant Back out changelist 3534956 #!tests #!rb none Change 3535541 on 2017/07/13 by Frank.Fella Sequencer - Implement SupportsSequence in the audio, event, and matarial parameter collection tracks. This change is being made to prevent them from showing up in the niagara sequencer UI. #!tests Tracks don't show up in niagara and still do in the level sequence and widget animation. #!rb Max.Chen Change 3535092 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3535083 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3535080 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3535074 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3535068 on 2017/07/13 by Andrew.Grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3534956 on 2017/07/12 by Andrew.Grant Made ensures non-errors for commandets Ben - let me know what you think of this. Probably worthy of discussion, but at least this checkin will get the overnight builds a bad tag that some muppet checked in :) #!review-3534957 @Ben.Marsh #!tests compiled #!rb none Change 3534933 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3534918 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534892 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance #!tests #!rb none Change 3534817 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-General #!tests #!rb none Change 3534728 on 2017/07/12 by Andrew.Grant Copying //Orion/Dev-UI @ 3534719 to Main #!tests #!rb none Change 3534652 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534651 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534649 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534640 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534639 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534637 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534629 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534628 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534626 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534511 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534430 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI Change 3534341 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3534318 on 2017/07/12 by Ori.Cohen Fix external force on immediate mode not accounting for body mass #!rb none #!tests none Change 3534240 on 2017/07/12 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space #!rb Lina.Halper #!tests none Change 3534062 on 2017/07/12 by Frank.Fella Niagara - Stack system support. + System spawn and update are now available in the stack when in the system editor. + Rmoved some potentially unsafe stack utility methods which could make the graph unusable and replaced them with safe ones. + Removed some checks from the emitter node compile and replaced them with compiler errors. #!tests System stacks show up in the system editor and you can add and remove modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3534058 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3534057 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3534055 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3534054 on 2017/07/12 by Andrew.Grant Added boot script for Capture team #!tests ran test locally #!rb none Change 3533959 on 2017/07/12 by Daniel.Lamb Added support for timeguard to have an fname associated with it. Greatly increasing the usefulness. The string operations will not be performed unless the timer is triggered and the fname is set. #!rb Jason.Bestimt #!test Paragon ps4 Change 3533921 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533920 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533919 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3533910 on 2017/07/12 by Andrew.Grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none Change 3533862 on 2017/07/12 by Frank.Fella Niagara - System ui timeline improvements + Move adding of emitters to the sequencer "Add" button. + Allow drag/drop to sequencer from the content browser to add emitters. + Add folder support for emitters which can be added through the sequencer UI. Note: The event, audio, and material parameter collection tracks don't work, I'm waiting on a review from the sequencer team on some code that removes them. #!tests Verified that adding through the timeline button works, verified that drag and drop of an emitter onto the timeline works, verified folders work correctly and serialize. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3533828 on 2017/07/12 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. #!rb Lina.Halper #!tests none Change 3533602 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533600 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533599 on 2017/07/12 by David.Ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile Change 3533400 on 2017/07/12 by Jeff.Williams Initial branch of files from Release-41.4 (//Orion/Release-41.4) to Release-41.5 (//Orion/Release-41.5) Change 3532987 on 2017/07/12 by Matt.Kuhlenschmidt Added ability to save render targets as PNG from blueprints #!fyi jordan.walker #!rb none #!tests none Coped from Dev-Editor Change 3532785 on 2017/07/12 by Simon.Tovey Fixed bug in the mark dirty loop. #!rb none #!tests fixed bug. Change 3532594 on 2017/07/11 by Jeff.Williams Merging //Orion/Main to Release-41.4 (//Orion/Release-41.4) @3532443 #!test none #!rb none Change 3532057 on 2017/07/11 by Daniel.Lamb Separated out the UI game viewport tick and paint time to help track down issues with UI. #!rb Trivial #!test Paragon ps4 #!codereview Jason.Bestimt Change 3531769 on 2017/07/11 by Simon.Tovey ? Fixing data interface compilation for emitter scripts. #!rb Shaun.Kime #!tests Curves work in emitter scripts. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3531543 on 2017/07/11 by Shaun.Kime Added System update results to spreadsheet view. Fixed up basic EmitterLifeTime effect to work by default. Fixed bug where emitters weren't adding the history of their internal variables to the parameter maps for SystemSpawn & Update, causing default values to not be generated. #!rb none #!tests updated HypnotizerEffect. Change 3531521 on 2017/07/11 by Jeff.Williams Initial branch of files from Release-41.3 (//Orion/Release-41.3) to Release-41.4 (//Orion/Release-41.4) Change 3530192 on 2017/07/10 by Ben.Salem Switch map pipeline node to use an interstitial node to let us know when the node has finished, pass or fail. Also switch report to print test notes for maps where there are notes but no explicit fails. #!rb none #!tests recompiled, xml linted. Change 3530157 on 2017/07/10 by Frank.Fella Niagara - Fix systems getting marked dirty on load and removed some unnecessary compiles. We might need some error finding and fixup for system scripts in invalid states, but in the short term these issues can be fixed automatically by adding an additional emitter. #!tests Loaded a system and verified it wasn't marked dirty, also verified that the system was only getting compiled once when loading and when deleting an emitter. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3529459 on 2017/07/10 by Daniel.Lamb If running nomcp from launch build helper also add in notimeouts. Fixes issue with loading monolith02 nomcp. #!rb Trivial #!test Load monolith02 devui Change 3528568 on 2017/07/10 by Frank.Fella Niagara - Fix shutdown crash, system editor crash, and system editor selection inconsistencies. + Give sequencer emitter tracks real names so that sequencer can maintain selection with them correctly. + Make the stack entries pointers to the system and emitter view models weak to avoid holding onto them until garbage collection. + Make sure to always call the structure changed delegate in the stack view model whenever initialize is called so that the tree is always updated. + Track emitter handle selection by id instead of the actual view model pointer to make managing selection easier when view models are changing. + Don't make the stack tree collapsed when it's emitter becomes invalid because it prevents it from ticking and removing controls pointing to invalid data. #!Tests verified no crash on shutdown or working with emitters in the system view. Also verified selection stayed consistent between sequencer and the stack view. #!rb none. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3527429 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527428 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527427 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527426 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527425 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527423 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527421 on 2017/07/07 by Andrew.Grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none Change 3527366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527365 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527362 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527361 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527360 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527359 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527357 on 2017/07/07 by Andrew.Grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none Change 3527346 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527345 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527344 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527343 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527342 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527309 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527308 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3527306 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3527305 on 2017/07/07 by Andrew.Grant Fix for manifest issue while packing from DanL #!tests #!rb na Change 3527233 on 2017/07/07 by Alexis.Matte Fix the packing of the texture in the HLOD #!rb Uriel.Doyon #!codereview Jurre.deBaare #!jira OR-40538 #!tests none Change 3527085 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527084 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527081 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527080 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527077 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527075 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527072 on 2017/07/07 by Andrew.Grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none Change 3526806 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526805 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526804 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526803 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526802 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526799 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526795 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526794 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526791 on 2017/07/07 by Andrew.Grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none Change 3526771 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526770 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526769 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526768 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526767 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526733 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3526730 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526730 on 2017/07/07 by Andrew.Grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na Change 3526719 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526717 on 2017/07/07 by Andrew.Grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none Change 3526675 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526674 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526673 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526672 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526671 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526670 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526669 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526668 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526667 on 2017/07/07 by Andrew.Grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none Change 3526376 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526375 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526374 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526372 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526368 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526367 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526364 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526292 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526291 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526288 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526286 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526122 on 2017/07/07 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3526073 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526072 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526071 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526070 on 2017/07/07 by Andrew.Grant Fix for hlod rebuild crash from Alexis #!tests #!rb none Change 3526069 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526068 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526067 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526065 on 2017/07/07 by Andrew.Grant Fix for remaster flag not being passed through bumped version numbers for Sony #!review-3526066 @benjamin.crocker #!tests #!rb none Change 3526057 on 2017/07/07 by Simon.Tovey Modified system script excution flow to allow emitters to run even with an invlaid system script. #!rb none #!tests Bug repro system now works. Niagara - Missed in last checkin #!tests none #!rb none Change 3525804 on 2017/07/07 by Frank.Fella Niagara - Various stack changes + Move the emitter editor data management to the emitter view model. + Change the assignment node so that it's input parameter is named for the value it's setting and it's header says which namespace it's in. + Clean up the Initialization of stack entries and make the API more consistent. + When adding a module or dynamic input which uses a data interface copy the data interface specified in the source script if it's available, or create a new one. + Make the revert button for data interface inputs work consistently (still needs some more work) + Changed input parameter handle assignment so that it always generates a parameter map get in the graph instead of generating an input node for engine parameters and particle attributes. + When reading an input of a dynamic-input script into a new emitter or particle parameter generate a unique name based on the module input name and the dynamic-input input name. #!tests Verified the stack still works correctly with the above changes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525623 on 2017/07/06 by Frank.Fella Niagara - Make the Equals and CopyTo methods on UNiagaraDataInterface const. #!tests Compiles #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525508 on 2017/07/06 by Daniel.Lamb Added support for monolith nomcp to the build launcher settings. #!rb Trivial #!test Automation tool Change 3525504 on 2017/07/06 by Shaun.Kime Forcing recompile on load, otherwise several of my effect scripts crash on startup. #!rb none #!tests n/a Change 3525499 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3525498 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3525496 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3525495 on 2017/07/06 by Andrew.Grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none Change 3525149 on 2017/07/06 by Shaun.Kime Cleaning out delegates on shutdown #!rb none #!tests n/a Change 3525148 on 2017/07/06 by Shaun.Kime Fixing crash when dealing with missing source, which probably shouldn't happen, but does with CrowdTorture #!rb none #!tests open crowdtorture Change 3525100 on 2017/07/06 by Dan.Hertzka Relaxing the null ensure when setting a texture param (the type check ensure remains) #!fyi Andrew.Grant #!rb none #!tests none Change 3525025 on 2017/07/06 by Shaun.Kime Tweaking timing to try and ensure that the capture button always generates a good result. #!rb none #!tests n/a Change 3524970 on 2017/07/06 by Shaun.Kime Adding a spreadsheet view for investigating the values of individual particles in an emitter in the effect view. Added a few helper debug modules. #!rb none #!tests opened several systems and captured results. Change 3524890 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524889 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524888 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524887 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524886 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524821 on 2017/07/06 by Dan.Hertzka Fix crash when trying to set a null texture value on a MID - Ensure message dereferenced a possibly null texture #!review-3524822 @Andrew.Grant #!rb none #!tests Compile Change 3524799 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524797 on 2017/07/06 by Andrew.Grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none #!review-3524798 @daniel.lamb Change 3524663 on 2017/07/06 by Andrew.Grant Fix for OR-40419 #!jira OR-40419 #!tests compiled #!rb none Change 3524581 on 2017/07/06 by Andrew.Grant Turned check into an ensure as part of investigation into OR-40454 - no idea how this is happening at the moment, hopefully some mismatched data that the merge yesterday may have corrected.... #!jira OR-40454 #!tests compiled #!rb none Change 3524508 on 2017/07/06 by Ben.Salem Colorize skill test reports to differentiate error lines. Also, save a backup html version of the test report. #!rb none #!tests Ran report against previously run tests. Change 3524423 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524422 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524419 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524418 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524417 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524414 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524393 on 2017/07/06 by Andrew.Grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none Change 3524260 on 2017/07/06 by Simon.Tovey Fixed bug in solo mode execution. Allocating more space in data set mid frame requires some fixup with existing data I'd not considered as we don't do that in any other simulation. #!rb none #!tests Solo mode now working. Change 3524144 on 2017/07/06 by Simon.Tovey Broke system simulation code out into it's own files. #!rb none #!tests none Change 3524033 on 2017/07/06 by Simon.Tovey System/Emitter scripts work -- Done -- ? Simulation framework for system/emitter level scripts. ? Moved most ticking for systems into a "SystemSimulation" which it ticked at the end of all component ticking meaning all system simulation can be batched nicely without worrying about dependancies on other components. NiagaraComponents no longer tick in this mode. In future some systems will not need a component at all. ? For (future) cases where the results of the simulation are a dependancy for another component (and a few other use cases) there is a "solo" mode which will run the system script in isolation as part of the component tick. ? All scripts now refer to emitters by their actual name via the alaising feature in the translator. ? Optimized the direct setting of parameters in system sims and particle sims. -- WIP -- ? Lifetime of systems and is very much WIP atm. ? Lots of data interfaces stuff at system level is still WIP. ? Parameter flow from components down needs work. ? Need to bind parameter collections to system/emitter scripts ? Splitting the batched/solo mode scripts so one has instance parameters in a dataset and another from a parameter store. Could use one and transfer to a dataset for solo mode too but seems wasteful. If we could find a better replacement for solo mode entirely this would go away. Needs discussion. ? Resetting/ReInit flow is still abit up in the air. ? Move all DesiredAge seeking etc into the component. Still needs some work but largely functional. -- TODO -- ? Events at System/emitter level ? Quite a bit of mess in the system simulation WRT moving data from a dataset and parameter stores. Need to rework how and where the layout data is generated and stored. ? Put a hack in to avoid the alignment issues we have in the parameter store. A future CL will address this properly. -- Misc -- ? Fixed issue with bool attributes being auto converted to ints in the hlsl/bytecode. ? Minor improvement to debug dumps. Limiting to only the instances relevant ot the current step. #!rb Shaun.Kime #!tests Test emitters working. Older systems and emitters seem to be working still. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3523831 on 2017/07/06 by Jeff.Williams Merging //Orion/Main to Release-41.3 (//Orion/Release-41.3) @3523788 #!tests na #!rb na Change 3523811 on 2017/07/06 by Jeff.Williams Populate -S //Orion/Release-41.3 -r. Change 3523523 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523522 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523521 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523520 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523519 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523464 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523463 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523462 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523461 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523460 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523441 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523440 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3523439 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3523438 on 2017/07/05 by Andrew.Grant Better handling of missing devices and other errors #!tests ran locally #!rb none Change 3523400 on 2017/07/05 by Olaf.Piesche Events; alll-particle is functional, but still in need of more cleanup. Moving on to collisions and single-particle. #!rb none #!tests testassets Change 3523330 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523268 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523267 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523266 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523265 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523264 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523189 on 2017/07/05 by Andrew.Grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none Change 3523111 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523110 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523109 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523107 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522724 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522719 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522716 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522312 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522311 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522309 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522144 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3522092 on 2017/07/05 by Andrew.Grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none Change 3521908 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... via CL 3521907 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3521907 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3521905 on 2017/07/05 by Andrew.Grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches #!review-3521906 @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none Change 3521407 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3520246 on 2017/07/03 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3520245 on 2017/07/03 by Jeff.Williams Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE: !41.2 Change 3519106 on 2017/07/01 by Max.Chen Sequencer: Fix crash trying to load an invalid sequence asset. #!rb none #!tests Click open level sequence button on an actor that references a level sequence asset that no longer exists. Change 3518548 on 2017/06/30 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests na #!rb na Change 3518366 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3518365 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3518364 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3518363 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3518362 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3518330 on 2017/06/30 by John.Nielson Added effect context as part of the info we give back for the WaitGameplayEffectRemoved task. #!RB: none #!review-3518331: @David.Ratti #!Test: Pie Change 3518260 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3518253 on 2017/06/30 by Shaun.Kime Fix compiler warning #!rb none #!tests n/a Change 3518059 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3518058 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3518056 on 2017/06/30 by Jeff.Williams Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE: !41.1 Change 3518043 on 2017/06/30 by Shaun.Kime Missing file checkin #!rb none #!tests n/a Change 3518042 on 2017/06/30 by Shaun.Kime Now have the ability to name outgoing events so that we can re-use the struct type for multiple outbound events from the same emitter. Added customization for selecting the event source and event destination. Revert to defaults currently disabled due to bugs with StructureDetailsView. #!rb none #!tests n/a Change 3517667 on 2017/06/30 by Shaun.Kime Commenting out emitter auto-updating for now until we rewrite it. #!rb none #!tests n/a Change 3517617 on 2017/06/30 by Jon.Lietz - making it so event evaluators do not cuase the player to go into combat or break shadow plane - adding in support for the item Effect Keyword to define if it should pu the user into combat or break shadow plane - cultivate using runtime options again #!rb David.Ratti #!tests Use cards and they no longer break recall Change 3517107 on 2017/06/29 by Daniel.Lamb Fix for replays not showing some effects on medic. #!rb None #!test Paragon replay in editor #!codereview Ryan.Gerleve #!jira OR-40198, OR-40238 Change 3516604 on 2017/06/29 by Cody.Haskell Fix for round timers being broken in Arcade. Recall is now more reliable as well #!rb none #!tests PIE Change 3516394 on 2017/06/29 by Dan.Hertzka New itemization system refactor - Major players (deck, card, gem) are all now UObjects (ItemizationComponent, GameplayCard, and GameplayGem respectively) - The base GameplayItem and SourceItemAbility now do the lion's share of the work of applying abilities & GEs themselves, the keyword data APIs have been heavily pared down for now - Note: This may change quite a bit once GGP stuff comes online, but in the meantime this clarifies/simplifies the itemization system flow - Updated all existing UI to work with GameplayItems, but haven't done any refactoring to leverage the cleaner hookups now available - Moved the server RPCs for itemization actions to the PlayerController - Added ItemizationSystemSettings for constant system configuration properties, for now replaces the GemTree since that's become so wildly simplified ItemEffectKeyword - ItemKeyword renamed to ItemEffectKeyword - Added support for sequential events to trigger effect application - Added removal event option for removing the effect in response to a qualified event McpGemItem info storage updated - Now exported as stratified groups of levels to roll, so they can be imported as such on the item - No more custom parsing is needed within the gem item - Added dev migration to force re-add all starter gems #!rb Jon.Lietz #!tests PIE buy pips, gems, cards, sell cards, fire abilities, etc; Export gem templates + local mcp validation; ItemKeywords table data still valid Change 3516277 on 2017/06/29 by Ben.Salem Add the ability to pass in a mailing list to target for SkillTestReport, and have the pipeline preflight node target its own specific mailing list. #!rb none #!tests recompiled. Change 3515762 on 2017/06/29 by Daniel.Lamb Stop stack overflow if we generate a callstack too large. #!rb Trivial #!test Paragon stats. Change 3515711 on 2017/06/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3515710 on 2017/06/29 by David.Ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile #!fyi Zak.Middleton Change 3514451 on 2017/06/28 by David.Ratti Fix replication issue that was causing abilities granted by GEs to linger/get stuck on clients. #!rb lietz #!tests editor/pie #!fyi Ryan.Gerleve Change 3514267 on 2017/06/28 by Ben.Salem Add support for showing Testnotes in SkillTest Reports as non-failing issues. #!rb none #!tests Compiled and reran. Change 3513984 on 2017/06/28 by Zak.Middleton #!ue4-orion - Fix for possible memory stomp when player is unpossessed during a forced position update on the server. Mirrors CL 3512456 from BobT in Fortnite. #!rb Bob.Tellez #!fyi Andrew.Grant, David.Ratti #!tests PIE MP Change 3513856 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 via CL 3513848 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41) Change 3513848 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.1) #!ROBOMERGE[ORION]: 41 Change 3513844 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Release-41.2) #!ROBOMERGE[ORION]: 41.1 41 Change 3513818 on 2017/06/28 by Jason.Bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards #!CodeReview: nick.darnell, benjamin.crocker #!ROBOMERGE: 41.2, 41.1, 41 Change 3513584 on 2017/06/28 by Jon.Lietz OR-40158, bumping the bit shift up by one to support level 20 abilities for the new card/gem system #!rb none #!tests no longer get server ensures for cards over level 20 Change 3513300 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513299 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513298 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513265 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513264 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513263 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513218 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513217 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513216 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513198 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513197 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513196 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513193 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513192 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513191 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513163 on 2017/06/28 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3513159 on 2017/06/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3513075 on 2017/06/28 by Jeff.Williams Initial branch of files from Release-41.1 (//Orion/Release-41.1) to Release-41.2 (//Orion/Release-41.2) Change 3512633 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3512632 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3512631 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3512630 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3512629 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3512546 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512545 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512543 on 2017/06/27 by Andrew.Grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none Change 3512315 on 2017/06/27 by Ben.Salem Add report mail to FXPerf test. #!rb brad.angelcyk #!tests Ran several FXPerf runs. Change 3512306 on 2017/06/27 by Shaun.Kime Fixing missing undef #!rb none #!tests n/a Change 3512296 on 2017/06/27 by Shaun.Kime Each stack entry now has its own reference to the system view model as well as the emitter view model. #!rb none #!tests ran through normal operations Change 3512153 on 2017/06/27 by John.Nielson Seperated WaitGameplayEffectRemoved and WaitGameplayEffectRemoved_Info, the latter returning information about the removal. Also cleaned up and fixed implementation according to Ratti's feedback. #!RB: none #!review-3512154: @David.Ratti #!Test: Pie Change 3512092 on 2017/06/27 by David.Ratti Fix ensure that will fire from a dot expiring while someone is listening for damage event keyword #!rb none #!tests pie Change 3512076 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512075 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512074 on 2017/06/27 by Andrew.Grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none Change 3512044 on 2017/06/27 by David.Ratti Editegrate BenZ's fix (CL 3510178 ) for mono crash with literal struct types with editor only data #!rb none #!tests cooked build with WaitDamageDealt with no variable wired in Change 3511926 on 2017/06/27 by Frank.Fella Niagara - Missed in last checkin. #!tests none. #!rb none. Change 3511910 on 2017/06/27 by Frank.Fella Niagara - Emitter stack in the system view, and other changes. + There is now a tab for the emitter stack in the system view and this will change based on the selected emitter in the timeline. + Deleting the emitter section from the timline no longer crashes. + Auto-compile now works in both the emitter and system editors, and is an editor setting. + Moved the generation of the root stack entries into a root entry so that structure changes and future filtering can use the same code path. + Renamed UNiagaraStackItem::FOnModifiedStackStructure to UNiagaraStackItem::FOnModifiedGroupItems to avoid confusion with UNiagaraStackEntry::FOnStructureChanged. #!tests The system shows the stack view, and it updates based on the sequencer seleciton. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3511831 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511830 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511827 on 2017/06/27 by Daniel.Lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant Change 3511452 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511451 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511449 on 2017/06/27 by Andrew.Grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none Change 3511402 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511400 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511398 on 2017/06/27 by Andrew.Grant Changed warning to info in test logging #!tests compiled #!rb none Change 3510907 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3510906 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3510902 on 2017/06/26 by Andrew.Grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none Change 3510368 on 2017/06/26 by Shaun.Kime Making the "Initial" namespace. Spawn scripts will automatically fill this in if requested anywhere in the child scripts. #!rb none #!tests modified Sparks uasset Change 3510362 on 2017/06/26 by John.Nielson Added parameters for gameplay effect removal so that user has access to premature Removal and StackCount when needed. #!RB: none #!review-3510363: @David.Ratti #!Test: pie Change 3509787 on 2017/06/26 by Wyeth.Johnson Edge Preservation Change 3509754 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3509753 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3509752 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3509751 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3509750 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3509590 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3509589 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3509588 on 2017/06/26 by David.Ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor Change 3509455 on 2017/06/26 by Zak.Middleton #!ue4-orion - Fix overlap test stopping on first sub shape. Only the first shape was being considered when looping multiple shapes, for queries like ComponentOverlapComponent, which could affect the cached overlaps optimization in primitive movement code. Fixes regression from CL 3369875. #!rb Ori.Cohen, David.Ratti #!codereview David.Ratti #!tests MP PIE, Gideon's ult, overlaps against cylinder (with 4 sub shapes) #!jira OR-39780 Change 3509449 on 2017/06/26 by Frank.Fella Sequencer - Expose selection of tracks and sections for external use. #!tests Verified selection code works as expected with code in a future change. #!rb Max.Chen,Andrew.Rodham Change 3509406 on 2017/06/26 by Shaun.Kime Rework to the emitter graph to better support events. Undo/Redo works. Added a new NiagaraStackStruct value that embeds a struct details panel. #!rb none #!tests add/remove several events from Sparks script Change 3508540 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508539 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508538 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508537 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508536 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508535 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508534 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508533 on 2017/06/24 by Andrew.Grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none Change 3508482 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508481 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508480 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508479 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508478 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508477 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508476 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508475 on 2017/06/23 by Andrew.Grant BuildCookTest cleanup #!tests #!rb none Change 3508463 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508462 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508461 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508460 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508459 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508254 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508253 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508252 on 2017/06/23 by Andrew.Grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none Change 3508191 on 2017/06/23 by Olaf.Piesche fix missing space in hlsl gen for data set structs #!rb none #!tests compiled emitters Change 3508029 on 2017/06/23 by Olaf.Piesche More mesh emitter work; event fundamentals for GPU sim #!rb none #!tests example emitters Change 3507684 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507683 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507682 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507681 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507680 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507172 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507168 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507167 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507164 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507163 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507084 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3507083 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3507082 on 2017/06/23 by Andrew.Grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none Change 3506907 on 2017/06/23 by Zak.Middleton #!ue4-odin - Merge CL 3492200 from Dev-Framework (which also went to 4.16.2). Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Addresses long stall in texture streaming in UpdateResourceStreaming() fixed a different way in CL 3488249. Fixes other possible regressions from CL 3359561 that removed the Reset(...) entirely. #!rb Marc.Audy #!codereview Andrew.Grant #!tests PIE vs AI with minions Change 3506675 on 2017/06/23 by David.Ratti Adding additional, temporary logging for OR-39780 #!rb none #!tests editor Change 3506206 on 2017/06/22 by Frank.Fella Niagara - Stack styling tweaks, and fixes for layout changing when modifying values. #!tests Modifying values no longer makes the stack scrolling jump #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3505960 on 2017/06/22 by Zak.Middleton #!ue4-orion - Added StaticMesh CollisionComplexity to the AssetRegistry. It now appears as a column in the Content Browser and Asset Audit tool, as well as tooltips for the items in the CB. #!rb Ori.Cohen, Ben.Zeigler #!tests tested content browser and related tools above in Monolith2. Change 3505494 on 2017/06/22 by Zak.Middleton #!ue4-orion - Improved asset name gathering for 'Collision.ListObjectsWithCollisionComplexity' command from CL 3503816. #!rb none #!tests used command in various levels Change 3505382 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3505381 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3505379 on 2017/06/22 by Andrew.Grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none Change 3505235 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505234 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505233 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505231 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505123 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505122 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505121 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505120 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505119 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505113 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505112 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505111 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505110 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505109 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505106 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505103 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505102 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505099 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505098 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504913 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504911 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504908 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504907 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504906 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504887 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504886 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504885 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504884 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504883 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504837 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504836 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504835 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504834 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504833 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504547 on 2017/06/22 by Shaun.Kime Moving the building of error information into the base class. This will simplify the logic in the future. #!rb none #!tests Made errors and tested that new system works appropriately Change 3504493 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3504491 on 2017/06/22 by Andrew.Grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 #!QAReview please check OR-38012 is fixed in 41.1 #!tests none #!rb none #!review-3504492 @David.Ratti Change 3504129 on 2017/06/21 by Shaun.Kime Now only showing the subset of compiler error messages that are associated with that section. i.e. only showing spawn errors in the spawn section of the stack. #!rb none #!tests made errors and made sure the errors showed up in the right sections Change 3504071 on 2017/06/21 by Shaun.Kime Adding simple wrapper for the event handlers inline. Had to "cheat" and wrap the FNiagaraEventScriptProperties in an owning UObject and use PostInit/PostEdit/PreEdit to keep them synchronized since the originating object is a struct and not an object. Waiting on the emitter to be in a system to have a better UI than seting the GUID manually. #!rb none #!tests made edits in stack and watched the details update appropriately. #!ue4-orion - Added asset path to 'Collision.ListObjectsWithCollisionComplexity' command, and changed sort key to asset path. Will speed up tomorrow (slow for tens of thousands of entries right now). #!rb none #!tests used console command on map Change 3503717 on 2017/06/21 by Zak.Middleton #!ue4-orion - Improved logging for collision auditing. Removed a bunch of redundant string building to speed it up (use a map to cache values instead). #!rb Nick.Atamas #!tests ran console command in OrionEntry and Monolith2 Change 3503650 on 2017/06/21 by Andrew.Grant OUI - Fix for movable skylight shader missing on simple forward (low lighting quality mode) from Roland #!rb Marcus.Wassmer, Daniel.Wright #!tests none Change 3503597 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503595 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503594 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503593 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503591 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503588 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503587 on 2017/06/21 by Mieszko.Zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant Change 3503584 on 2017/06/21 by Mieszko.Zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503583 on 2017/06/21 by Mieszko.Zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503391 on 2017/06/21 by Shaun.Kime If calling a function with numeric parameters, we would get an error if two or more differed in terms of the numeric types that were resolved to. #!rb none #!tests recompiled several examples, added multiple random range using assets. Change 3503341 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503340 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503339 on 2017/06/21 by David.Ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 Change 3503156 on 2017/06/21 by Frank.Fella Niagara - Stack - Adjust margins of function inputs so that their labels indent more consistently and their values all line up correctly. #!tests checked alignment visually #!rb none Change 3503095 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503094 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503090 on 2017/06/21 by Andrew.Grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. #!review-3502889 @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none Change 3502972 on 2017/06/21 by Olaf.Piesche Missing file, some test assets #!rb none #!tests none Change 3502969 on 2017/06/21 by Frank.Fella Niagara - Missed in last check-in. #!tests none #!rb none Change 3502965 on 2017/06/21 by Zak.Middleton #!ue4-orion - Increase search radius for MostOpposingNormal. Fixes case where character movement cannot walk up steps of certain ramps. (Mirror CL 3490592 from Dev-Anim-Phys by Ori.Cohen). Bringing over now that Dev-Anim-Phys has passed promotion with the change. #!rb Ori.Cohen #!codereview Andrew.Grant #!tests Ran around Monolith and Monolith2 as Kallari, up and down various steps/ramps (as per UE-45935). #!jira OR-39611 (Update: added OR jira) Change 3502931 on 2017/06/21 by Frank.Fella Niagara - Stack updates + Refactor the way children are updated in the stack tree to make the api more consistent and easier to use. + Add expanders to renderer items and have them collapsed by default. + Add in a temporary expandable item to show the emitter properties in the emitter spawn script area. + Start with the graph and the properties panels hidden by default. + Move the stats to the stack. #!tests Verified the emitter properties are in the stack, verified that renderers are collapseable, and verified other parts of the stack update correctly with the update children refactor. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3502660 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3502659 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3502658 on 2017/06/21 by Daniel.Lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant Change 3502261 on 2017/06/20 by Jeff.Williams Merging //Orion/Main to Release-41.1 (//Orion/Release-41.1) #!rb none #!tests none Change 3502246 on 2017/06/20 by Jeff.Williams Populate -S //Orion/Release-41.1 -r. Change 3501911 on 2017/06/20 by Olaf.Piesche -mesh rendering -making GPU rand more random -test assets -couple of bug fixes #!rb none #!tests test assets, GPU and CPU sim, sprite and mesh rendering Change 3501633 on 2017/06/20 by Zak.Middleton #!ue4-orion - Add "Collision.ListObjectsWithCollisionComplexity <Complexity>" command. Complexity is one of: Default, SimpleAndComplex, UseSimpleAsComplex, UseComplexAsSimple. When listing 'Default', only those with settings explicitly set to 'Default' are listed. When listing anything other than 'Default', those matching either the requested complexity or default (if that is the same complexity) are listed. #!tests load monolith2 (and small maps), type console command #!rb none Change 3501297 on 2017/06/20 by Shaun.Kime Adding support for pre-change notification #!rb matt.kuhlenschmidt #!tests n/a Change 3501294 on 2017/06/20 by Shaun.Kime First round of supporting parameter store in UNiagaraComponent details panels. If the value is in the data store, it should be reflected in the UI. We keep track of which values are overwritten so that we can show the user. Multiple selection is not supported, nor are data interfaces. Tweaking values in the system graph panel doesn't carry over because those values aren't getting pushed to the scripts. #!rb none #!tests n/a Change 3500984 on 2017/06/20 by Alexis.Matte Fix crash when merging actor with one different material slot per LOD, this is a temporary fix since there is a refactor done in 4.17 that will replace this part of the code. #!jira UE-46166 #!rb jurre.debaare #!tests none Change 3500472 on 2017/06/20 by Frank.Fella Sequencer - Don't create a transaction when setting the fixed frame interval in initialize since it's not a user initiated change and because it can be called from undo which makes it impossible to actually undo. #!tests Verified that a non-undoable transaction isn't added on initialize anymore. #!rb Max.Chen Change 3499930 on 2017/06/19 by Andrew.Grant Merging clean-resolve files using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3499446 on 2017/06/19 by Andrew.Grant Non-unity compilation fixes #!tests compiled non-unity #!rb none Change 3499212 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3499211 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3499210 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3499209 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3499208 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3499207 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3499205 on 2017/06/19 by Andrew.Grant Locked network version to 3493863 #!ROBOMERGE: !Main #!rb #!tests na Change 3498856 on 2017/06/19 by Andrew.Grant Fix missing include #!tests compiling PS4 dev #!rb none Change 3498843 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3498842 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3498841 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3498840 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3498839 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3498780 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3498715 on 2017/06/19 by Laurent.Delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. #!codereview martin.wilson #!rb none #!test Coil Wing Additive Animation Change 3498668 on 2017/06/19 by Andrew.Grant Added additional info to warning Fixed BP warning in Justice_Drain #!test warning no longer occurs #!rb none Change 3498601 on 2017/06/19 by Andrew.Grant Better logging of errors #!tests compiled and verified offending asset is shone #!rb none Change 3498544 on 2017/06/19 by Andrew.Grant Added helper to check if the underlying asset exists #!tests ran in code with check() against package utils method #!rb none Change 3498319 on 2017/06/19 by Frank.Fella Niagara - Actually remove nodes from the graph when deleting modules from the stack, and also fix undo for delete, move up, and move down. #!tests Deleted modules and verified they were removed from the graph, also tested undo for delete, move up, and move down. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3498236 on 2017/06/19 by Andrew.Grant Bulk Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3498224 on 2017/06/19 by Shaun.Kime Making header public #!rb none #!test n/a Change 3496705 on 2017/06/16 by Shaun.Kime Removing files that accidentally made it in prior checkin. Adding missing file #!rb none #!tests n/a Change 3496702 on 2017/06/16 by Shaun.Kime Split settings into Niagara runtime and editor. Added ability to map keyboard chords and a left mouse press to shortcuts for creating nodes in the script editor as requested by Wyeth. Had to do a little reworking of the way we create the popup menu in order to test the types. This can be made better by having a customization that does the popup menu directly and allowing the user to select from there rather than having to know the underlying name directly. These are the currently checked in mappings, which are based on the material editor. Numeric::Add Key=A Numeric::Div Key=D Numeric::Pow Key=E If Key=I Numeric::Mul Key=M Numeric::Normalize Key=N Numeric::OneMinus Key=O float Key=One Vector2D Key=Two Vector Key=Three Vector4 Key=Four LinearColor Key=C #!rb none #!tests n/a Change 3496657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496656 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496655 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496654 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496653 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496645 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496627 on 2017/06/16 by Andrew.Grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none Change 3496550 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496549 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496548 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496547 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496546 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496545 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496543 on 2017/06/16 by Laurent.Delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none #!codereview andrew.grant #!tests compiles Change 3496028 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496027 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496026 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496025 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496024 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496010 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496009 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496008 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496005 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496004 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495920 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495916 on 2017/06/16 by Laurent.Delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. #!codereview lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. Change 3495689 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495668 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3495666 on 2017/06/16 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/DeckBuilder/OrionDeckBuilder_DeckCard.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/PostGame/OrionXPOverview.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/Tooltips/OrionHeroTooltip.cpp -------------------------------------- Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3495663 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3495657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3495651 on 2017/06/16 by Andrew.Grant Bumping script version again #!tests #!rb none Change 3495642 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495282 on 2017/06/16 by Andrew.Grant Merging fixes from 40.5 to Release-41 via Main #!tests #!rb none Change 3495204 on 2017/06/16 by Don.Eubanks Added HandEntryTooltip class and content, displayed when hovering a card in your hand in the Card Shop Right now the content of the tooltip (text etc) is created one time and remains static until you move off/back on the card, this will change in the future so that the content updates as gold counts update. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3495201 on 2017/06/16 by Andrew.Grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na Change 3495145 on 2017/06/16 by Shaun.Kime Missing file #!rb none #!tests n/a Change 3494899 on 2017/06/16 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) Hoping for another iterative build fix! #!rb none #!tests none Change 3494864 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494863 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494862 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494861 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494860 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494859 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494858 on 2017/06/16 by Andrew.Grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none Change 3494844 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494843 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494842 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494841 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494840 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494839 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494826 on 2017/06/16 by Andrew.Grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none Change 3494762 on 2017/06/16 by Andrew.Grant Bulk Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3494229 on 2017/06/16 by Max.Chen Sequencer: Refix Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #!jira UE-45737 #!rb none #!tests none Change 3493863 on 2017/06/15 by Daniel.Lamb Fixed up search path when using Iterative builds for BuildCookTest script. #!rb Andrew.Grant #!lockdown Andrew.Grant #!test Automation tool launch iterative build. Change 3493654 on 2017/06/15 by Daniel.Lamb Wrote some validation code (disabled by default) for the allocator stats. Fixed the return value of the GetAllocatorStats function. #!rb Andrew.Grant #!review @Andrew.Grant #!test Run PS4 in Test config. #!lockdown Andrew.Grant Change 3493621 on 2017/06/15 by Shaun.Kime Now showing toasts when adding attributes for the renderer. Auto-adding any missing items when adding renderer. #!rb none #!codereview frank.fella #!tests Made a blank script and added the sprite renderer in. Change 3493461 on 2017/06/15 by Shaun.Kime Made move up/down and delete notify graph needs recompile. #!rb none #!tests n/a Change 3493393 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493392 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493391 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493390 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493389 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493344 on 2017/06/15 by Shaun.Kime Simple error reporting for when the graph fails to compile. We'll want to do something more fine grained in the long run, but I wanted to get something in quick for now. #!rb none #!tests broke the stack by unplugging a param map pin and saw results. Change 3493264 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493263 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493262 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493261 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493260 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493104 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493101 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493098 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493097 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493094 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493061 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493058 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493057 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493056 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493055 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492962 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492961 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492960 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492957 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492955 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492927 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492911 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492844 on 2017/06/15 by Shaun.Kime Renderers will now complain about missing items, with a button to fix them. Moving many of our modules to the Set XXXX paradigm with dynamic inputs to drive them. Moved curves out into their own cpp/h files as they were getting too complicated to manage otherwise. Added a 2D curve and a 4D curve. #!rb none #!codereview frank.fella #!tests ported standard test cases over Change 3492595 on 2017/06/15 by Andrew.Grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct #!review-3492596 @Daniel.Lamb #!rb none Change 3492577 on 2017/06/15 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) @3490764 #!rb none #!tests compile Change 3492448 on 2017/06/15 by Jason.Bestimt #!ORION_DG - Reverting sharing of movie tracks from NickD as it conflicted with sequencer changes. He'll give us a better fix soon NOTE: Left the optimization in 41/MAIN so we have to time to find a proper fix, but get to keep the memory savings #!RB:none #!Tests:none #!CodeReview: andrew.grant, daniel.lamb, nick.darnell Change 3492437 on 2017/06/15 by Laurent.Delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson #!codereview james.golding, michael.noland #!test batch anim compression and comparative tests Change 3492423 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492422 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492421 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492420 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492419 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492365 on 2017/06/15 by Dan.Hertzka First general improvement pass on new card system - FCardDataRow members are now typed properties and resolved on import - Row is also now responsible for registering the cooldown tags for a given card - the actual McpCardItemDefinition never fusses with cooldown stuff - Properties populated by the data table are transient, but editable. This enables local dev tinkering without needing a whole duplicate data row (also lets us get it out of the card def header) - All cards automatically update their properties whenever the cards data table is reimported - Created FGameplayCurrencyBundle to simplify tracking and transactions for the 4 currencies involved in buying cards - Simplified several other APIs as a result, especially OrionGameplaySet - Moved trait checks into the CardInstance. If/when this becomes information that we need in the frontend, I'll likely establish an enum for the various traits and map those to the respective tag. - Added the ability to add a transient GamplayTag on the fly when in the editor (to enable testing of card properties that diverge from the data table info) - Removed "GemBranch" suffix from gem branch enum entries - Converted pointers to references where possible #!rb Matt.Schembari #!tests Reimported cards table; OrionEntry PIE purchasing, selling, and using cards Change 3492300 on 2017/06/15 by Andrew.Grant Merging from Main using ROBO://Orion/Main->//Orion/Dev-UI #!tests compiled #!rb none Change 3492174 on 2017/06/15 by David.Ratti Reinvoke the WhileActive gameplay cue event on respawn for all active, non inhibited GEs #!review-3492175 Jon.Lietz #!rb none #!tests pie Change 3491859 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491855 on 2017/06/15 by Mieszko.Zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path Change 3491815 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491814 on 2017/06/15 by Andrew.Grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none Change 3491759 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3491745 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3491735 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3491699 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3491609 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491606 on 2017/06/15 by Andrew.Grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none Change 3491047 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491046 on 2017/06/14 by Mieszko.Zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path Change 3490764 on 2017/06/14 by Jeff.Williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile Change 3490704 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490703 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490700 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490699 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490698 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490564 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490563 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490562 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490561 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490560 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490559 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490558 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490557 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490556 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490555 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490419 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3490416 on 2017/06/14 by Andrew.Grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none Change 3490033 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490031 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490028 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490027 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490024 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489823 on 2017/06/14 by Andrew.Grant Fixed for OR-39522 (marked properties as BP ReadWrite) #!jira OR-39522 #!tests ran editor, compiled original BP #!rb none Change 3489813 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489812 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489771 on 2017/06/14 by Laurent.Delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. Change 3489765 on 2017/06/14 by Laurent.Delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. Change 3489512 on 2017/06/14 by Daniel.Lamb Fix for malloc stats. #!rb Andrew.Grant #!test paragon perftest ps4 #!lockdown Andrew.Grant Change 3489472 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489471 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489470 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489469 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489468 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489467 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489466 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489465 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489464 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489463 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489462 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489461 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489458 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489457 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489456 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489455 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489454 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489274 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489273 on 2017/06/14 by Laurent.Delayen More Anim Compression Fixes: - Fixed frame->time error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. #!codereview lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. Change 3488760 on 2017/06/14 by Frank.Fella Niagara - In stack object editing + Add a new stack entry for displaying a details panel inline. + Chage the data interface editing to use the stack object. + Add the ability to add and delete renderers. + Add a details panel inline for renderers. #!tests Edited data interfaces inline, added/removed renderers, edited renderers inline. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3488137 on 2017/06/13 by Andrew.Grant Improved Gauntlet logging about build validity #!tests ran boot test #!rb none Change 3488079 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488078 on 2017/06/13 by Daniel.Lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE: MAIN, 41 Change 3488076 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488073 on 2017/06/13 by Daniel.Lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!ROBOMERGE: MAIN, 41 #!lockdown Andrew.Grant Change 3488044 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3488041 on 2017/06/13 by Andrew.Grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none Change 3487260 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3487259 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3487258 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3487257 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3487256 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3487255 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3487254 on 2017/06/13 by Laurent.Delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression Change 3486889 on 2017/06/13 by Andrew.Grant Last chopper out of Dev-Gen #!tests compiled #!rb none Change 3486744 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3486743 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3486742 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3486739 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3486738 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3486737 on 2017/06/13 by Jason.Bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. #!CodeReview: nick.darnell, daniel.lamb, andrew.grant #!QAReview Change 3486471 on 2017/06/13 by Andrew.Grant Final bulk merge from Dev-Gen for v42 timeframe #!tests #!rb na Change 3486252 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!rb #!tests na Change 3486153 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3485963 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3485949 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3485650 on 2017/06/12 by Olaf.Piesche changing check() to ensure, so DIs that have no GPU implementaiton yet don't crash on compile #!rb none #!tests example emitters Change 3485608 on 2017/06/12 by Frank.Fella Niagara - Data interface editing changes. + Edit data interfaces directly in the stack. (UI Layout isn't great and will be fixed in a future check in.) + For data interface objects which have a default value in the module/dynamin input, the details panel is locked and there is a button to unlock it. Unlocking it makes a copy of the data interface from the script in the local emitter for editing. + All curves are now displayed in the curve editor since the stack doesn't have a way to select them to edit in the stack. This will be fixed later, in the short term the curve editor has buttons to hide/show curves. #!tests Edited curve data interfaces in the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3485578 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) - pickup of late Dev-Gen changes #!rb none #!tests compiled Change 3485569 on 2017/06/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3485568 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3485568 on 2017/06/12 by Andrew.Grant Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE: !40.5 Change 3485432 on 2017/06/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3485368 on 2017/06/12 by Andrew.Grant Changed UEnumProperty::ImportText_Internal to return nullptr if the value cannot be matched to an enum name. This allows higher level code to more appropriately warn or handle the error (as UObject::LoadConfig already does). #!tests verified error is generated and handled #!rb Steve.Robb Change 3485297 on 2017/06/12 by Olaf.Piesche -fix memory stomp and resulting crash with GPU side curl noise DI -add GPU side functionality to the other curve DIs -some more sample assets #!rb none #!tests example emitters opened Change 3484848 on 2017/06/12 by Andrew.Grant Files that required merging from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484847 on 2017/06/12 by Andrew.Grant Files that merged cleanly from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484839 on 2017/06/12 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) @3484136 #!rb none #!tests none Change 3484734 on 2017/06/12 by Ben.Marsh EC: Prevent invalid URLs being posted for badges if the dependent job steps failed to start. #!fyi Daniel.Lamb #!rb none Change 3484682 on 2017/06/12 by Olaf.Piesche -GPU sim data interfaces, part 1; will update the remaining curve interfaces soon -fix rendering bug (flickering) with CPU simulated particles #!rb none #!tests test emitters Change 3484195 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3484136 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484151 on 2017/06/11 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) #!rb none #!tests none Change 3484136 on 2017/06/11 by Jeff.Williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile Change 3484120 on 2017/06/11 by Jeff.Williams Populate -S //Orion/Release-41 -r. Change 3484080 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484079 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484078 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484077 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484072 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484071 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484070 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484069 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484015 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3484014 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3484013 on 2017/06/11 by Andrew.Grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none Change 3483835 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483834 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483833 on 2017/06/10 by Andrew.Grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none Change 3483811 on 2017/06/10 by Andrew.Grant Added incremental cook location to search paths for Gauntlet #!tests compiled #!rb none Change 3483729 on 2017/06/10 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Fortnite/Tests/FortTest.None.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Framework/Gauntlet.TestExecutor.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealApplication.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealTypes.cs -------------------------------------- Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483727 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483726 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483725 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483723 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483722 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483721 on 2017/06/10 by Andrew.Grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none Change 3483622 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483621 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483620 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483619 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483618 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483617 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483616 on 2017/06/10 by Andrew.Grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 Change 3483430 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483429 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483428 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483427 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483425 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483424 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483423 on 2017/06/09 by Andrew.Grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none Change 3483301 on 2017/06/09 by Laurent.Delayen Ghost: Added 'InstantFaceForward' system to snap shooting characters forward when they're turned beyond a configurable threshold. #!rb michael.shin, jay.hosfelt #!tests Ghost Change 3483269 on 2017/06/09 by Zak.Middleton #!ue4-orion - (EditMerge CL 3468253) Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts. #!tests multi-PIE w/ bots and AI #!codereview Andrew.Grant #!rb Ori.Cohen Change 3483225 on 2017/06/09 by Laurent.Delayen Recompressed Animations: Buffs, BaseHero and miscs animations. #!codereview dwayne.martin Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle [CL 3571062 by Andrew Grant in Main branch]
2017-08-03 14:06:31 -04:00
if (bAbsolute)
{
node.NotifyUsers = new HashSet<string>(users);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3564337) #lockdown Nick.Penwarden #rb na Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564585 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564584 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564583 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564582 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564580 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564579 on 2017/07/31 by Ben.Salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. Change 3564513 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564512 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564511 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564510 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564507 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564506 on 2017/07/31 by Laurent.Delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). #!codereview jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. Change 3564384 on 2017/07/31 by Shaun.Kime Now have a System Life Cycle module that looks for all the emitters being dead and then disables itself. This also triggers the reset of the simulation. GPU particles seems to have degraded after the spawn rate. Emitters now reset when there are no particles. Systems now reset when the state is Dead or Disabled, so you'll need to add a System Life Cycle component to have proper looping behavior for a system. #!rb none #!tests updated hypnotizer and other scripts Change 3564012 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564009 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564008 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564007 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564006 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564005 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564003 on 2017/07/31 by Laurent.Delayen Added console command to disable URO interpolation. #!codereview martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. Change 3563538 on 2017/07/30 by Frank.Fella Niagara - Stack data interface editing fixes + When a data interface object is modified by the stack, refresh the curves UI and re-initialize the simulation. + Generate better names for the inputs used by data interfaces. #!Tests The curve UI and simulation update correctly when modifying the curve data interfaces in the stack and the generated inputs for data interfaces have better names. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563537 on 2017/07/30 by Frank.Fella Niagara - Fix the background color for stack errors. #!Tests Stack errors are no longer white. #!rb none Change 3563531 on 2017/07/30 by Frank.Fella Niagara - Generate stack spacer keys more safely to prevent list view crashes. #!Tests adding an emitter spawn module no longer crashes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563518 on 2017/07/30 by Frank.Fella Niagara - Give parameter map error log message more context #!Tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563384 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563383 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563382 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563381 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563380 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563379 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563375 on 2017/07/29 by Andrew.Grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none Change 3563307 on 2017/07/29 by Frank.Fella Niagara - Stack UI Rework + Refactor most of the stack layout code to make things more consistent and to make future features possible. + Add a hover cue for item rows. + Add icons for the different types of inputs. + Make inputs collapsible. + Move the pin buttons to the right side of the name column to prevent visual clutter with the expanders. + Make the module splitter visible and add a correct hover cue. #!Tests Stack functions correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563305 on 2017/07/29 by Ben.Salem Add Shallow FX Test node to gauntlet and to orionbuild. Also switched Dev-Gen to being the Deep Test branch instead of dev-ui. #!rb none #!tests Ran a test of the new node, preflighted orionbuild.xml changes. Change 3563205 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563204 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563203 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563202 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563201 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563200 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563199 on 2017/07/29 by Andrew.Grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none Change 3563187 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563186 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563185 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563184 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563183 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563182 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563181 on 2017/07/29 by Andrew.Grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none Change 3562983 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562982 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562981 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562980 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562979 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562978 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562977 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562976 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562975 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562974 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562973 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562970 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562969 on 2017/07/28 by Dan.Hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [OR-41642] - Alpha is no longer applied to the chest tooltips. Also, the chests on the edge won't have their tooltip clip off the screen. #!review-3562971 @Nick.Darnell, @Don.Eubanks #!fyi Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) #!QAReview Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place Change 3562966 on 2017/07/28 by Andrew.Grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none #!review-3562967 @daniel.lamb #!tests LoadTest locally on cooked data on PS4/Win64 Change 3562965 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562964 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562963 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562962 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562961 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562960 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562959 on 2017/07/28 by Andrew.Grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none Change 3562136 on 2017/07/28 by Shaun.Kime Changing the version so that old assets will recompile and regenerate their spawn attribute table #!rb none #!code.review simon.tovey #!tests opened asset and made sure it compiled on load Change 3560805 on 2017/07/28 by Simon.Tovey - Programmable spawning All spawning controlled by creating a FNiagaraSpawnInfo attribute. Any of these attributes in an emitter will feed one spawn script run. - Fixed issue with HLSL and register table layout not matching for structs correctly. - Removed some vestigial code. - Temporarily commenting out references to burst in the UI until we can hook them back up. - Removed direct ref to emitter handle in emitter instances with an EmitterIndex in their parent. More broadly useful and can be used to access emitter handle. - Fixed a couple of issues breaking interpolated spawning. - Updated default emitter and the hypnotiser to new spawning method. #!rb none #!tests Tested new default emitter and a few others. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3560376 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560375 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560374 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560373 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560372 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560370 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560367 on 2017/07/27 by Stephan.Jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE Change 3560196 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560192 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560188 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560186 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560185 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560183 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560180 on 2017/07/27 by Daniel.Lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client Change 3560131 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560130 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560129 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560128 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560127 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560126 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560123 on 2017/07/27 by Ori.Cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none Change 3559908 on 2017/07/27 by Aaron.McLeran Fixing compile error #!tests none #!rb none #!codereview Andrew.Grant Change 3559674 on 2017/07/27 by Shaun.Kime Now batching up the shader constants into another data set for System/Emitter graphs. #!rb Simon.Tovey #!tests ran multiple copies of Hypnotizer and made sure that they obeyed the emitter lifetime module outputs. Change 3559527 on 2017/07/27 by Aaron.McLeran #!jira UE-45483 Integrating fix to //Orion/Dev-General #!rb none #!tests none Change 3559284 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559283 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559282 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559281 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559280 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559254 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559253 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559252 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559251 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559250 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559192 on 2017/07/27 by Shaun.Kime Removing compile on load for standalone functions. #!rb none #!tests n/a Change 3559115 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559111 on 2017/07/27 by Laurent.Delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets Change 3559060 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559043 on 2017/07/27 by Jon.Lietz compile fix #!rb none #!test compiles #!review-3559054 @Daniel.Lamb Change 3558928 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3558927 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3558926 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3558923 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3558921 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3558919 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3558917 on 2017/07/27 by Daniel.Lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None Change 3558264 on 2017/07/27 by Wyeth.Johnson Pondering update Change 3558206 on 2017/07/27 by Jurre.deBaare HLOD: Need to be able to disable auto-LOD generation on meshes in a BP #!fix added flag to PrimitiveComponent to disable certain BP components to be excluded from HLOD generation, and also not have a LODParent primitive set #!jira UE-47711 #!rb Benn.Gallagher #!Tests generate HLOD clusters with enabled/disabled components and actors Change 3558200 on 2017/07/27 by Jurre.deBaare Crash rebuilding HLOD cluster #!fix Simplygon returns an empty mesh if the input is not overlapping the culling (landscape) mesh, so added bound check for input vs landscape to prevent this situation #!misc Added error when Simplygon returns an invalid raw mesh after processing #!jira UE-47709 #!rb Benn.Gallagher Change 3558116 on 2017/07/27 by Wyeth.Johnson Roughed in drag, while pondering physical correctness or lack therof Change 3557918 on 2017/07/27 by Simon.Tovey ~2x speed up of niagara compilation. Set of visited nodes in numeric fix up viistor was becoming massive and spending about half the total compile time just ensuring we'd not visited a node before. Moved over to a slightly clunkier but faster method of using a visitor ID on the node itself. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime #!rb none #!tests tested several emitters. Seems to work Change 3557439 on 2017/07/26 by Olaf.Piesche Replicating CL3557068 Adding a configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #!rb marcus.wassmer #!tests QAGame Change 3556915 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556914 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556913 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556912 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556911 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556910 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556903 on 2017/07/26 by Daniel.Lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked Change 3556592 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556591 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556590 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556589 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556588 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556587 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556570 on 2017/07/26 by Andrew.Grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. Change 3556239 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556238 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556237 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556236 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556235 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556229 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556226 on 2017/07/26 by David.Ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie #!review-3556227 @Daniel.Lamb Change 3556163 on 2017/07/26 by Frank.Fella Niagara - Rework the system toolkit so that it can edit stand alone emitters and systems. This allows the use the attribute spreasheet and system views when editing emitters and enables inspecting and editing the emitter graphs (for debug purposes) when editing systems. #!Tests Verified general system and emitter editing functionality. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3556104 on 2017/07/26 by Jian.Ru Changed OpacityConst and OpacityMaskConst default to 1.0 to prevent HLOD meshes from disappearing Change 3555992 on 2017/07/26 by Frank.Fella Niagara - Fix a bug when deleting dynanmic inputs which would leave the graph broken. #!Tests Removing a dynamic input now leaves the graph in a vaild state. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3555991 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555988 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555984 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555983 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555982 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555896 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555778 on 2017/07/26 by David.Ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie Change 3555726 on 2017/07/26 by Frank.Fella Niagara - Don't clear keyboard focus on commit for float and int value editors. #!Tests keyboard focus is no longer cleared. #!rb none Change 3555668 on 2017/07/26 by Frank.Fella Niagara - Fix a bug in the hlsl translator where multiple dynamic input usages were not genering unique code like modules. #!Tests Multiple dynamic input usages generate correct code. #!rb Shaun K. Change 3555188 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555187 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555186 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555185 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555184 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555088 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555053 on 2017/07/26 by Andrew.Grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none Change 3554987 on 2017/07/26 by Simon.Tovey Fixed register table / hlsl mismatch #!rb none #!tests Scripts with compound structs containing ints now work correctly. #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3554672 on 2017/07/25 by Olaf.Piesche More PS4 cooking/launching fixes #!rb none #!codereview simon.tovey,frank.fella,shaun.kime #!tests cook PS4 Change 3554407 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3554406 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3554405 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3554404 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3554403 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3554400 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3554397 on 2017/07/25 by Andrew.Grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none Change 3554394 on 2017/07/25 by Wyeth.Johnson Mooooore modules work Change 3553557 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3553556 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3553555 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3553554 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3553553 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3553552 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3553548 on 2017/07/25 by Andrew.Grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none Change 3553261 on 2017/07/25 by Frank.Fella Niagara - Added some editor only delegates so that we can handle the niagara system instance creation and destruction more consistently. Also removed the get on create functionality when getting the system instance from the component. #!Tests Verified that the system instance is now valid when opening the system and emitter editors. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3553018 on 2017/07/25 by Frank.Fella Niagara - Remove a check which was causing crashes when executing an empty script. We probably shouldn't execute these at all, but that can be a future optimization. #!Tests Empty scripts no longer crash when executed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552872 on 2017/07/25 by Frank.Fella Niagara - Allow setting system parameters in the system scripts and tweak the IsValid() logic on systems and scripts so that systems with empty system scripts can still run. #!Tests Empty system scripts now run, and invalid system scripts no longer try to simulate and cause a crash. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552115 on 2017/07/24 by Olaf.Piesche More compile errror fixes for Clang #!rb none #!codereview Simon.Tovey #!tests build Win64 and PS4 Change 3551601 on 2017/07/24 by Wyeth.Johnson Some debug stuff Change 3551581 on 2017/07/24 by Frank.Fella Niagara - Make the simulation tolerate float inaccuracies a little better when updating using desired age. #!Tests Simulations no longer reset every frame when paused. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3551454 on 2017/07/24 by Wyeth.Johnson test for frank Change 3551387 on 2017/07/24 by Daniel.Lamb Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 Change 3551377 on 2017/07/24 by Daniel.Lamb When you run from launch build it always puts notimeouts on the commandlines #!rb Trivail #!test Cooked paragon ps4 Change 3551370 on 2017/07/24 by Daniel.Lamb Added option to dump all the scalability options which were applied. #!rb Trivial #!test Cooked paragon Change 3551101 on 2017/07/24 by Bart.Hawthorne Remove the call to UDemoNetDriver::TickCheckpoint inside UDemoNetDriver::SaveCheckpoint. There was an edge case where if the partial bunch reliable threshold was hit, since this call is outside the normal tick flow, the connection didn't have a chance to internally ack the packets, so the actor might not replicate out to the checkpoint since the channel was waiting for them to still be ack'd. #!codereview ryan.gerleve #!rb none #!tests saved and loaded replay Change 3551058 on 2017/07/24 by Shaun.Kime Removed logging code #!rb none #!tests n/a Change 3550968 on 2017/07/24 by Wyeth.Johnson Some more tests Change 3550806 on 2017/07/24 by Shaun.Kime Basic lifetime in place for solo emitters. #!rb none #!test modified Hypnotizer asset to have two loops then ultimately a reset at 15 sec. Change 3550785 on 2017/07/24 by Frank.Fella Niagara - Fix a crash when opening the system editor related to moving the stack to it's own module. #!tests no longer crashes. #!rb none Change 3550137 on 2017/07/23 by Frank.Fella Niagara - Create a separate module for niagara editor widgets and move the stack UI there. This enables hot reloading for faster UI iteration. #!tests Verified that hot reloading works for the stack UI. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3549581 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3549580 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3549579 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549578 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3549577 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3549576 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3549564 on 2017/07/22 by Andrew.Grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none Change 3549546 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... via CL 3549545 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3549545 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3549544 on 2017/07/22 by Andrew.Grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none Change 3549542 on 2017/07/22 by Andrew.Grant Merging latest from //Orion/Main to Release-42 #!tests #!rb none Change 3549530 on 2017/07/22 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3549505 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3549101 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549488 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3549423 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3549404 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3549101 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3549055 on 2017/07/21 by Frank.Fella Niagara - Move stack editor data to it's own class so that the system and emitter sub-stacks can have their own copies since they are in different graphs and the system is shared among all emitter stacks. #!Tests various stack functionality which is stored in the editor data. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3548983 on 2017/07/21 by Olaf.Piesche Re-adding inadvertantly deleted IsValid function to FNiagaraDataSetIterator. Oops. Should fix Wyeth's current crash opening assets. #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests none Change 3548810 on 2017/07/21 by Bart.Hawthorne Don't replicate the WorldSettings Pauser property out to replays - this causes the pause button to automatically get pressed (since it checks the pauser property for its state). #!jira OR-41516 #!rb none #!codereview ryan.gerleve #!tests watched a live replay and paused it from the match, also used the pause button normally in a regular replay Change 3548740 on 2017/07/21 by Bart.Hawthorne - Added an OnRep for the Pauser member on the WorldSettings so code can get notified for when the server becomes paused - Hooked up the HUDContext and Escape Menu Widget to the WorldSettings Pauser OnRep so that the pause game button text can update appropriately #!codereview ryan.gerleve, cody.haskell #!rb none #!tests paused and unpaused game in a live match and tested pausing in a replay Change 3548656 on 2017/07/21 by Olaf.Piesche Changing const statics with class-scope initialization to class-scope enum to make compile on Clang #!rb none #!codereview shaun.kime,frank.fella,simon.tovey #!tests builds, editor, sample assets Change 3548395 on 2017/07/21 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-42 (//Orion/Release-42) Change 3548394 on 2017/07/21 by Ben.Salem Add flavor of build to FX Perf report mail. Also, add -localmailer flag to FXtests to allow for reports to be sent out from tests run locally. #!rb none #!tests Ran a pass with the -localmailer flag enabled and mail sent out properly. Change 3548382 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548285 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548098 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3548095 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548092 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548090 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3548082 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main #!tests #!rb none Change 3548077 on 2017/07/21 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3547577 on 2017/07/20 by Olaf.Piesche -various build problems for non-editor builds fixed -almost there -editor should still build and run fine; PC game and PS4 are building save for one more error #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests editor Change 3547495 on 2017/07/20 by Shaun.Kime Checkpointing code for liftetime management of emitters. Moved everything to new enum ENiagaraExecutionState. More work on EmitterLifetime module. Added the count for number of alive emitters and emitter particle counts to appropriate emitter and system script execution. Still need to implement for batched system scripts. Fixed up enums so that they can be assigned using numerics so that we can use in ==/!=/etc. #!rb none #!tests n/a Change 3547204 on 2017/07/20 by Thomas.Ross Compile all blueprints commandlet #!rb Andrew.Grant #!tests Local command line, Electric Commander Change 3546884 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3546847 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none Change 3546620 on 2017/07/20 by Simon.Tovey Adding integer random to fix wyeths random issues. #!rb none #!tests random range now works. Exisiting randoms work Change 3546539 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... via CL 3546538 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3546538 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3546537 on 2017/07/20 by Andrew.Grant Version locking to 3537225 #!ROBOMERGE: !41.4 #!tests #!rb none Change 3546417 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546416 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546415 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546414 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546413 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546399 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3546344 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546343 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546342 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546341 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546340 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546335 on 2017/07/20 by Andrew.Grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none Change 3546201 on 2017/07/20 by Andrew.Grant AsyncLoading fix from UE4/Main #!tests compiled #!rb Gil.Gribb Change 3545394 on 2017/07/19 by Shaun.Kime Missing header #!rb none #!tests n/a Change 3545391 on 2017/07/19 by Shaun.Kime Added an HLSL code viewer to Niagara scripts in the system panel. #!rb none #!tests n/a Change 3545250 on 2017/07/19 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3545029 on 2017/07/19 by Daniel.Lamb Merging 3474537 //UE4/Dev-Rendering/Engine/Source/... to //Orion/Dev-UI/Engine/Source/... #!test Paragon editor rebuild lighting Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) #!rb Phillip.Kavan, Zak.Middleton Change 3544816 on 2017/07/19 by Wyeth.Johnson Moduleiteration Change 3544763 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast #!rb none #!tests n/a Change 3544762 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast. #!rb none #!tests n/a Change 3544587 on 2017/07/19 by Dan.Oconnor Hardening for edge case in blueprint loading. This if statement will be removed entirely in Dev-Framework #!rb Phillip.Kavan #!rnx #!jira OR-38176 #!fyi Ben.Zeigler #!tests:PIE Change 3544082 on 2017/07/19 by Andrew.Grant Duplicating 3531450 to address OR-41160 #!tests compiled #!rb Chris.Bunner Change 3543964 on 2017/07/19 by Bart.Hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve #!fyi cody.haskell #!tests paused match several times and check that pause text got updated Change 3543522 on 2017/07/18 by Wyeth.Johnson Added some comments to spawn location script Change 3543419 on 2017/07/18 by Olaf.Piesche Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) Code only; OrionGame still to be merged #!rb none #!codereview simon.tovey shaun.kime frank.fella #!tests sample niagara assets Change 3543302 on 2017/07/18 by Brian.Fasten Fix for include paths/ #!rb Daniel.Lamb #!test Paragon editor compile Change 3543200 on 2017/07/18 by Andrew.Grant Fixed another formatting error #!tests compiled #!rb none Change 3543120 on 2017/07/18 by Andrew.Grant Fixed extra format specifier #!tests compiled #!rb daniel.lamb Change 3543066 on 2017/07/18 by Wyeth.Johnson First pass at a real Niagara module. Sphere spawning checked in, supports radius, XYZ transform, Nonuniform scale, two different density distributions, and hemispherical culling. Points of debate are: how and what to hide behind switches How to generalize the density function. curve lookup? dynamic input? What is fast, cheap, and useful Need for static switching for optimization Need for dynamic exposure/collapse of options based on those switches Need to bubble up autopinned stuff to the stack, leave the rest collapsed Commenting style, node layout style, numeric pins use (convert to type, vs. leave numeric through as much as possible) Change 3542935 on 2017/07/18 by Olaf.Piesche -More events work; spawn events for GPU sim -bit of cleanup, more needed -PS4 shader compilation and cooking now working -Fixed the bug that made it so a manual recompile was needed to get a GPU simulated emitter to run #!rb none #!tests example assets Change 3542926 on 2017/07/18 by Frank.Fella Niagara - Missed in last checkin. #!tests none #!rb none Change 3542914 on 2017/07/18 by Andrew.Grant Removed hack, changed material warning to ASSET_LOG #!tests compiled #!rb none Change 3542889 on 2017/07/18 by Ori.Cohen Exposed an inertia scale for body instances #!rb Lina.Halper #!tests none Change 3542861 on 2017/07/18 by Andrew.Grant Fix for compile issue in non-shipping #!tests compiling #!rb none Change 3542835 on 2017/07/18 by Frank.Fella Niagara - Stack UX improvements + Can now navigate to dynamic input and module assets by double clicking on them in the stack. Currently only works in the emitter editor since we deep copy the graph and lose the asset references. + Can now collapse stack groups with a button. + Curves should always show up in the curve editor now. Custom seleciton is coming later. + Prevent duplication of output nodes since they can't be deleted. #!tests Verified new stack functionality and output node duplication. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3542816 on 2017/07/18 by Wyeth.Johnson Sphere V2 Change 3542798 on 2017/07/18 by Simon.Tovey Fix for crash Wyeth is seeing. #!rb none #!tests fixes crash. Change 3542787 on 2017/07/18 by Andrew.Grant Added UE_ASSET_LOG macro and moved some current warnings in Orion to UE_ASSET_LOG UE_ASSET_LOG is intended to provide a means of emitting asset-related logging in a consistent format that can be parsed by CIS jobs and tools. Currently there is a single option (AssetLogShowsDiskPath, true by default) but this could be expanded to provide additional options. The asset argument can be a UObject pointer or a const TCHAR* to a path. Package paths (/Game/Path/Foo.uasset), object paths (/Game/Path/Foo.Foo) and relative paths (..\..\..\OrionGame\Foo\Foo.uasset) are all supported. Usage: E.g UE_ASSET_LOG(LogMaterial, Warning, Material, TEXT("Failed to compile material")); UE_ASSET_LOG(LogMaterial, Warning, *Material->GetPathName(), TEXT("Failed to compile material")); #!tests ran locally with a selection of different asset arguments #!rb Ben.Marsh #!review-3542499 @Ben.Marsh Change 3542648 on 2017/07/18 by Jon.Lietz needed file #!rb none #!tests compiles Change 3542600 on 2017/07/18 by Cody.Haskell Work on adding pause feature to escape menu. use -fakecustom on the command line to make the menu option come up in non-custom matches for testing #!codereview Bart.Hawthorne #!tests Golden Path #!rb none Change 3542560 on 2017/07/18 by Jon.Lietz first pass moving cards in world from BP to native - fixed issue with active items - fixed a crash inside the engine with actor sequence component - fixed an issue with the Ability system comp upadting shadow plane vision based on vision manager that might not have updated yet. #!rb none #!tests cards now no longer show up if the user is in shadow plane and the viewer's team does not have vision on them. Change 3542543 on 2017/07/18 by Simon.Tovey A bit of improved log spam for VM backend #!rb none #!tests none Change 3542235 on 2017/07/18 by Wyeth.Johnson Two separate implementations of sphere spawning, working on 3rd before eval Change 3542102 on 2017/07/18 by Simon.Tovey Fixed bug in bytecode generation due to incorrect temp register allocation. #!rb none #!tests Wyeths test case now works + some other emitters tested still working. Keeps around the last HLSL translation generated. #!rb none #!tests n/a Change 3541991 on 2017/07/18 by Shaun.Kime Fix for making sure that the cube map selected for the profile is loaded from disk between editor runs. #!rb none #!tests opened editor, changed profile's cube map, then closed settings editor to save, exited app, restarted and verified that the cube map is the same Change 3541819 on 2017/07/18 by Andrew.Grant Better logging for warning #!tests #!rb none Change 3541178 on 2017/07/17 by Ori.Cohen Fix jitter with hair in rigid body node caused by bad contact offset. #!rb none #!tests none Change 3541059 on 2017/07/17 by Daniel.Lamb Fixed issue with volatile string names being used as the key for TMap. #!rb Jason.Bestimt #!test Paragon Client #!jira OR-41135 Change 3540970 on 2017/07/17 by Wyeth.Johnson test emitters for modules Change 3540948 on 2017/07/17 by Ben.Salem Add comma separated hero list support to FXTest Gauntlet node. #!rb none #!tests compiled and passed in a 2-person comma separated list. Change 3540875 on 2017/07/17 by Ben.Salem Enable SoloSmokes to back up logs after tests run. #!rb none #!tests Ran smoke pass today. Change 3540561 on 2017/07/17 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) #!rb Lina.Halper #!tests none Change 3540529 on 2017/07/17 by Andrew.Grant Disable screenshots #!tests compiled #!rb none Change 3540108 on 2017/07/17 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #!rb David.Hill #!tests none Change 3539847 on 2017/07/17 by Wyeth.Johnson Fixing up redirects in Niagara content plugin folder Change 3539554 on 2017/07/17 by Don.Eubanks Added Deck Descriptions to Deck Selection Screen - Set basic / placeholder descriptions for all 6 starter decks to include Attribute names Added "bAllowRightClickScrolling" to SScrollBox and UScrollBox to control whether or not holding the right mouse button will allow scrolling. - Disabled for Deck Selector scroll box. #!rb none #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 #!review-3539555 matt.schembari dan.hertzka philip.buuck #!fyi dan.hertzka - Hope I'm not out of line adding this feature to SScrollBox, didn't see any other way to disable it (MouseWheel already a similar feature driven by an enum) Change 3539506 on 2017/07/16 by Andrew.Grant REsolved files from Main after Dev-UI merge #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_Balance/OrionGame/Content/Blueprints/AbilityRangedMacros.uasset -------------------------------------- Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3539483 on 2017/07/16 by Don.Eubanks Backing out changelist 3539458 per andrew.grant's request as it can cause a crash on project generation. #!rb none #!tests Compile DebugGame Editor Win64 Change 3539458 on 2017/07/16 by Andrew.Grant Combined rules for Orion targets into common base class to remove some inconsitencies and provide easier editing #!tests BuildCookTest locally, preflighted with tests #!rb none #!review-3539459 @daniel.lamb, @david.ratti Change 3539386 on 2017/07/16 by Andrew.Grant Disabled screenshots on 'None' test #!tests #!rb none Change 3539383 on 2017/07/16 by Andrew.Grant Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-IWYU (//Orion/Dev-IWYU) Change 3539374 on 2017/07/16 by Andrew.Grant Gauntlet - Added timeout to PS4DevkitUtil commands #!tests ran test locally #!rb none Change 3539174 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3539156 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3539146 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3539142 on 2017/07/15 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3539129 on 2017/07/15 by Andrew.Grant Added an ensure on render-target size to catch bad data earlier #!tests ran with some bad data :) #!rb none Change 3539094 on 2017/07/15 by Andrew.Grant Fixed log location not being written out to report #!tests none #!rb none Change 3539009 on 2017/07/15 by Andrew.Grant Moved perf extraction into the SoakTest node Now generate perf values for ShortSoloGame #!tests ran locally #!rb none Change 3538990 on 2017/07/14 by Andrew.Grant Made gif's work for editor-based tests #!tests ran locally #!rb none Change 3538968 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538967 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538966 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538965 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538964 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538962 on 2017/07/14 by Andrew.Grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay #!review-3538963 @david.ratti #!rb none Change 3538954 on 2017/07/14 by Andrew.Grant Screenshot support for gauntlet: - Test nodes and/or controllers can specify a periodic interval for screenshots to be taken. - Screenshots are converted to jpeg and archived with other artifacts - Screenshots are turned into gif's and linked in the report #!tests lots of running of tests #!rb none Change 3538714 on 2017/07/14 by Shaun.Kime Adding in a root transform adjustment for the emitter so that things don't spawn at 0,0,0 anymore. Will make it adjustable in the future. #!rb none #!tests n/a Change 3538710 on 2017/07/14 by Shaun.Kime Moving to the advanced preview scene so that we can have something to collide against and also contrast against for better preview. #!rb none #!tests n/a Change 3538581 on 2017/07/14 by Don.Eubanks Fixing compilation. #!rb none #!tests Compile DebugGame Editor Win64 #!fyi daniel.lamb Change 3538543 on 2017/07/14 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node #!rb Lina.Halper #!tests none Change 3538428 on 2017/07/14 by Daniel.Lamb Added support for timerguard to take in a delegate used to generate the string output which means it doesn't need to be generated unless the timer triggers. #!rb Jason.Bestimt #!test Paragon ps4 Change 3538416 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538415 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538414 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538413 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538412 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538411 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538410 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538408 on 2017/07/14 by Andrew.Grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer Change 3538389 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538388 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538387 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538384 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538383 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538382 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538380 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538379 on 2017/07/14 by Andrew.Grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer Change 3538305 on 2017/07/14 by Shaun.Kime Making if nodes handle enums and a follow-up file from previous commit #!rb none #!tests n/a Change 3538303 on 2017/07/14 by Shaun.Kime Added comment nodes #!rb none #!tests added to working script saved and reloaded Change 3538084 on 2017/07/14 by Frank.Fella Niagara - Change the available parameter list for functions so that it only shows parameters written before the current module, add initial versions of parameters written in the spawn script, and fix the function output lists so that they only show actual outputs. #!tests Verified that the available parameters for inputs is correct, and verified that the output lists are correct. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3538007 on 2017/07/14 by Shaun.Kime Adding basic enum support. By default we have an enum ENiagaraExecutionState that can be used by both systems and emitters to track their status. Removed the Start/End/NumLoop data from Emitters. A future changelist will introduce scripts that manage the execution state mentioned above. #!rb None #!test n/a Change 3537732 on 2017/07/14 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. #!rb David.Hill #!tests none Change 3537395 on 2017/07/14 by Simon.Tovey Slightly improved error reporting for data interfaces that can't (yet). Error reporting in general needs a lot of work. Soon. #!rb none #!tests We now don't just ensure() when using interfaces with not GPU implementation, an error is reported to the log. ? Interfaces with instance data now work. ? Emitter editor now has proper system setup so their scripts work correctly. ? Modified pin creation for emitter nodes. ? System instances respecting their bError flag again. ? Removed some log spam from compiling function/module/dynamic input scripts. #!rb none #!tests Interfaces needing instance data now work #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3537288 on 2017/07/14 by Frank.Fella Niagara - Parameter wrangling Part 1 + Modules for setting specific parameters can be reassigned to set other parameters. + You can now add a new parameter of any type to the current namespace in each stack. + The "Read from new parameter" options when assigning an input will be correct based on the current namespace and asset editor type. + You can now assign any written parameter in the stack to an input. This will be filtered based on the current context in the future. + Set parameter modules are now added with their input pinned and collapsed. #!Tests adding and re-assigning set parameter nodes works correctly and read from new parameter options have the correct context. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3537247 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537246 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537245 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537244 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537243 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537242 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537241 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537240 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537239 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537238 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537232 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537231 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537227 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537226 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537225 on 2017/07/13 by Andrew.Grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none Change 3537170 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537169 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537166 on 2017/07/13 by Andrew.Grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png #!review-3537167 @luke.thatcher #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader Change 3537121 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537120 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537119 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537117 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537116 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... #!ROBOMERGE-BOT: ORION (Dev-UI -> Main) Change 3537114 on 2017/07/13 by Andrew.Grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. #!review-3537115 @matt.schembari, @matt.kuhlenschmidt, @nick.darnell #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE: Main Change 3536905 on 2017/07/13 by Andrew.Grant Safety ensure as someone hit a crash here #!tests #!rb none #!jira OR-41029 Change 3536904 on 2017/07/13 by Andrew.Grant Don't ask PhysX to clean invalid meshes #!tests cooked #!rb none Change 3535790 on 2017/07/13 by Andrew.Grant Back out changelist 3534956 #!tests #!rb none Change 3535541 on 2017/07/13 by Frank.Fella Sequencer - Implement SupportsSequence in the audio, event, and matarial parameter collection tracks. This change is being made to prevent them from showing up in the niagara sequencer UI. #!tests Tracks don't show up in niagara and still do in the level sequence and widget animation. #!rb Max.Chen Change 3535092 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3535083 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3535080 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3535074 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3535068 on 2017/07/13 by Andrew.Grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3534956 on 2017/07/12 by Andrew.Grant Made ensures non-errors for commandets Ben - let me know what you think of this. Probably worthy of discussion, but at least this checkin will get the overnight builds a bad tag that some muppet checked in :) #!review-3534957 @Ben.Marsh #!tests compiled #!rb none Change 3534933 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3534918 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534892 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance #!tests #!rb none Change 3534817 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-General #!tests #!rb none Change 3534728 on 2017/07/12 by Andrew.Grant Copying //Orion/Dev-UI @ 3534719 to Main #!tests #!rb none Change 3534652 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534651 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534649 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534640 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534639 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534637 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534629 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534628 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534626 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534511 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534430 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI Change 3534341 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3534318 on 2017/07/12 by Ori.Cohen Fix external force on immediate mode not accounting for body mass #!rb none #!tests none Change 3534240 on 2017/07/12 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space #!rb Lina.Halper #!tests none Change 3534062 on 2017/07/12 by Frank.Fella Niagara - Stack system support. + System spawn and update are now available in the stack when in the system editor. + Rmoved some potentially unsafe stack utility methods which could make the graph unusable and replaced them with safe ones. + Removed some checks from the emitter node compile and replaced them with compiler errors. #!tests System stacks show up in the system editor and you can add and remove modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3534058 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3534057 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3534055 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3534054 on 2017/07/12 by Andrew.Grant Added boot script for Capture team #!tests ran test locally #!rb none Change 3533959 on 2017/07/12 by Daniel.Lamb Added support for timeguard to have an fname associated with it. Greatly increasing the usefulness. The string operations will not be performed unless the timer is triggered and the fname is set. #!rb Jason.Bestimt #!test Paragon ps4 Change 3533921 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533920 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533919 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3533910 on 2017/07/12 by Andrew.Grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none Change 3533862 on 2017/07/12 by Frank.Fella Niagara - System ui timeline improvements + Move adding of emitters to the sequencer "Add" button. + Allow drag/drop to sequencer from the content browser to add emitters. + Add folder support for emitters which can be added through the sequencer UI. Note: The event, audio, and material parameter collection tracks don't work, I'm waiting on a review from the sequencer team on some code that removes them. #!tests Verified that adding through the timeline button works, verified that drag and drop of an emitter onto the timeline works, verified folders work correctly and serialize. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3533828 on 2017/07/12 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. #!rb Lina.Halper #!tests none Change 3533602 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533600 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533599 on 2017/07/12 by David.Ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile Change 3533400 on 2017/07/12 by Jeff.Williams Initial branch of files from Release-41.4 (//Orion/Release-41.4) to Release-41.5 (//Orion/Release-41.5) Change 3532987 on 2017/07/12 by Matt.Kuhlenschmidt Added ability to save render targets as PNG from blueprints #!fyi jordan.walker #!rb none #!tests none Coped from Dev-Editor Change 3532785 on 2017/07/12 by Simon.Tovey Fixed bug in the mark dirty loop. #!rb none #!tests fixed bug. Change 3532594 on 2017/07/11 by Jeff.Williams Merging //Orion/Main to Release-41.4 (//Orion/Release-41.4) @3532443 #!test none #!rb none Change 3532057 on 2017/07/11 by Daniel.Lamb Separated out the UI game viewport tick and paint time to help track down issues with UI. #!rb Trivial #!test Paragon ps4 #!codereview Jason.Bestimt Change 3531769 on 2017/07/11 by Simon.Tovey ? Fixing data interface compilation for emitter scripts. #!rb Shaun.Kime #!tests Curves work in emitter scripts. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3531543 on 2017/07/11 by Shaun.Kime Added System update results to spreadsheet view. Fixed up basic EmitterLifeTime effect to work by default. Fixed bug where emitters weren't adding the history of their internal variables to the parameter maps for SystemSpawn & Update, causing default values to not be generated. #!rb none #!tests updated HypnotizerEffect. Change 3531521 on 2017/07/11 by Jeff.Williams Initial branch of files from Release-41.3 (//Orion/Release-41.3) to Release-41.4 (//Orion/Release-41.4) Change 3530192 on 2017/07/10 by Ben.Salem Switch map pipeline node to use an interstitial node to let us know when the node has finished, pass or fail. Also switch report to print test notes for maps where there are notes but no explicit fails. #!rb none #!tests recompiled, xml linted. Change 3530157 on 2017/07/10 by Frank.Fella Niagara - Fix systems getting marked dirty on load and removed some unnecessary compiles. We might need some error finding and fixup for system scripts in invalid states, but in the short term these issues can be fixed automatically by adding an additional emitter. #!tests Loaded a system and verified it wasn't marked dirty, also verified that the system was only getting compiled once when loading and when deleting an emitter. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3529459 on 2017/07/10 by Daniel.Lamb If running nomcp from launch build helper also add in notimeouts. Fixes issue with loading monolith02 nomcp. #!rb Trivial #!test Load monolith02 devui Change 3528568 on 2017/07/10 by Frank.Fella Niagara - Fix shutdown crash, system editor crash, and system editor selection inconsistencies. + Give sequencer emitter tracks real names so that sequencer can maintain selection with them correctly. + Make the stack entries pointers to the system and emitter view models weak to avoid holding onto them until garbage collection. + Make sure to always call the structure changed delegate in the stack view model whenever initialize is called so that the tree is always updated. + Track emitter handle selection by id instead of the actual view model pointer to make managing selection easier when view models are changing. + Don't make the stack tree collapsed when it's emitter becomes invalid because it prevents it from ticking and removing controls pointing to invalid data. #!Tests verified no crash on shutdown or working with emitters in the system view. Also verified selection stayed consistent between sequencer and the stack view. #!rb none. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3527429 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527428 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527427 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527426 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527425 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527423 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527421 on 2017/07/07 by Andrew.Grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none Change 3527366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527365 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527362 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527361 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527360 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527359 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527357 on 2017/07/07 by Andrew.Grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none Change 3527346 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527345 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527344 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527343 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527342 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527309 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527308 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3527306 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3527305 on 2017/07/07 by Andrew.Grant Fix for manifest issue while packing from DanL #!tests #!rb na Change 3527233 on 2017/07/07 by Alexis.Matte Fix the packing of the texture in the HLOD #!rb Uriel.Doyon #!codereview Jurre.deBaare #!jira OR-40538 #!tests none Change 3527085 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527084 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527081 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527080 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527077 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527075 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527072 on 2017/07/07 by Andrew.Grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none Change 3526806 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526805 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526804 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526803 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526802 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526799 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526795 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526794 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526791 on 2017/07/07 by Andrew.Grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none Change 3526771 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526770 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526769 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526768 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526767 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526733 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3526730 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526730 on 2017/07/07 by Andrew.Grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na Change 3526719 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526717 on 2017/07/07 by Andrew.Grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none Change 3526675 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526674 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526673 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526672 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526671 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526670 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526669 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526668 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526667 on 2017/07/07 by Andrew.Grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none Change 3526376 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526375 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526374 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526372 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526368 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526367 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526364 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526292 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526291 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526288 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526286 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526122 on 2017/07/07 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3526073 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526072 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526071 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526070 on 2017/07/07 by Andrew.Grant Fix for hlod rebuild crash from Alexis #!tests #!rb none Change 3526069 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526068 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526067 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526065 on 2017/07/07 by Andrew.Grant Fix for remaster flag not being passed through bumped version numbers for Sony #!review-3526066 @benjamin.crocker #!tests #!rb none Change 3526057 on 2017/07/07 by Simon.Tovey Modified system script excution flow to allow emitters to run even with an invlaid system script. #!rb none #!tests Bug repro system now works. Niagara - Missed in last checkin #!tests none #!rb none Change 3525804 on 2017/07/07 by Frank.Fella Niagara - Various stack changes + Move the emitter editor data management to the emitter view model. + Change the assignment node so that it's input parameter is named for the value it's setting and it's header says which namespace it's in. + Clean up the Initialization of stack entries and make the API more consistent. + When adding a module or dynamic input which uses a data interface copy the data interface specified in the source script if it's available, or create a new one. + Make the revert button for data interface inputs work consistently (still needs some more work) + Changed input parameter handle assignment so that it always generates a parameter map get in the graph instead of generating an input node for engine parameters and particle attributes. + When reading an input of a dynamic-input script into a new emitter or particle parameter generate a unique name based on the module input name and the dynamic-input input name. #!tests Verified the stack still works correctly with the above changes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525623 on 2017/07/06 by Frank.Fella Niagara - Make the Equals and CopyTo methods on UNiagaraDataInterface const. #!tests Compiles #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525508 on 2017/07/06 by Daniel.Lamb Added support for monolith nomcp to the build launcher settings. #!rb Trivial #!test Automation tool Change 3525504 on 2017/07/06 by Shaun.Kime Forcing recompile on load, otherwise several of my effect scripts crash on startup. #!rb none #!tests n/a Change 3525499 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3525498 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3525496 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3525495 on 2017/07/06 by Andrew.Grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none Change 3525149 on 2017/07/06 by Shaun.Kime Cleaning out delegates on shutdown #!rb none #!tests n/a Change 3525148 on 2017/07/06 by Shaun.Kime Fixing crash when dealing with missing source, which probably shouldn't happen, but does with CrowdTorture #!rb none #!tests open crowdtorture Change 3525100 on 2017/07/06 by Dan.Hertzka Relaxing the null ensure when setting a texture param (the type check ensure remains) #!fyi Andrew.Grant #!rb none #!tests none Change 3525025 on 2017/07/06 by Shaun.Kime Tweaking timing to try and ensure that the capture button always generates a good result. #!rb none #!tests n/a Change 3524970 on 2017/07/06 by Shaun.Kime Adding a spreadsheet view for investigating the values of individual particles in an emitter in the effect view. Added a few helper debug modules. #!rb none #!tests opened several systems and captured results. Change 3524890 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524889 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524888 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524887 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524886 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524821 on 2017/07/06 by Dan.Hertzka Fix crash when trying to set a null texture value on a MID - Ensure message dereferenced a possibly null texture #!review-3524822 @Andrew.Grant #!rb none #!tests Compile Change 3524799 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524797 on 2017/07/06 by Andrew.Grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none #!review-3524798 @daniel.lamb Change 3524663 on 2017/07/06 by Andrew.Grant Fix for OR-40419 #!jira OR-40419 #!tests compiled #!rb none Change 3524581 on 2017/07/06 by Andrew.Grant Turned check into an ensure as part of investigation into OR-40454 - no idea how this is happening at the moment, hopefully some mismatched data that the merge yesterday may have corrected.... #!jira OR-40454 #!tests compiled #!rb none Change 3524508 on 2017/07/06 by Ben.Salem Colorize skill test reports to differentiate error lines. Also, save a backup html version of the test report. #!rb none #!tests Ran report against previously run tests. Change 3524423 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524422 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524419 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524418 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524417 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524414 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524393 on 2017/07/06 by Andrew.Grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none Change 3524260 on 2017/07/06 by Simon.Tovey Fixed bug in solo mode execution. Allocating more space in data set mid frame requires some fixup with existing data I'd not considered as we don't do that in any other simulation. #!rb none #!tests Solo mode now working. Change 3524144 on 2017/07/06 by Simon.Tovey Broke system simulation code out into it's own files. #!rb none #!tests none Change 3524033 on 2017/07/06 by Simon.Tovey System/Emitter scripts work -- Done -- ? Simulation framework for system/emitter level scripts. ? Moved most ticking for systems into a "SystemSimulation" which it ticked at the end of all component ticking meaning all system simulation can be batched nicely without worrying about dependancies on other components. NiagaraComponents no longer tick in this mode. In future some systems will not need a component at all. ? For (future) cases where the results of the simulation are a dependancy for another component (and a few other use cases) there is a "solo" mode which will run the system script in isolation as part of the component tick. ? All scripts now refer to emitters by their actual name via the alaising feature in the translator. ? Optimized the direct setting of parameters in system sims and particle sims. -- WIP -- ? Lifetime of systems and is very much WIP atm. ? Lots of data interfaces stuff at system level is still WIP. ? Parameter flow from components down needs work. ? Need to bind parameter collections to system/emitter scripts ? Splitting the batched/solo mode scripts so one has instance parameters in a dataset and another from a parameter store. Could use one and transfer to a dataset for solo mode too but seems wasteful. If we could find a better replacement for solo mode entirely this would go away. Needs discussion. ? Resetting/ReInit flow is still abit up in the air. ? Move all DesiredAge seeking etc into the component. Still needs some work but largely functional. -- TODO -- ? Events at System/emitter level ? Quite a bit of mess in the system simulation WRT moving data from a dataset and parameter stores. Need to rework how and where the layout data is generated and stored. ? Put a hack in to avoid the alignment issues we have in the parameter store. A future CL will address this properly. -- Misc -- ? Fixed issue with bool attributes being auto converted to ints in the hlsl/bytecode. ? Minor improvement to debug dumps. Limiting to only the instances relevant ot the current step. #!rb Shaun.Kime #!tests Test emitters working. Older systems and emitters seem to be working still. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3523831 on 2017/07/06 by Jeff.Williams Merging //Orion/Main to Release-41.3 (//Orion/Release-41.3) @3523788 #!tests na #!rb na Change 3523811 on 2017/07/06 by Jeff.Williams Populate -S //Orion/Release-41.3 -r. Change 3523523 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523522 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523521 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523520 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523519 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523464 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523463 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523462 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523461 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523460 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523441 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523440 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3523439 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3523438 on 2017/07/05 by Andrew.Grant Better handling of missing devices and other errors #!tests ran locally #!rb none Change 3523400 on 2017/07/05 by Olaf.Piesche Events; alll-particle is functional, but still in need of more cleanup. Moving on to collisions and single-particle. #!rb none #!tests testassets Change 3523330 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523268 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523267 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523266 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523265 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523264 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523189 on 2017/07/05 by Andrew.Grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none Change 3523111 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523110 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523109 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523107 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522724 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522719 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522716 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522312 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522311 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522309 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522144 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3522092 on 2017/07/05 by Andrew.Grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none Change 3521908 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... via CL 3521907 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3521907 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3521905 on 2017/07/05 by Andrew.Grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches #!review-3521906 @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none Change 3521407 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3520246 on 2017/07/03 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3520245 on 2017/07/03 by Jeff.Williams Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE: !41.2 Change 3519106 on 2017/07/01 by Max.Chen Sequencer: Fix crash trying to load an invalid sequence asset. #!rb none #!tests Click open level sequence button on an actor that references a level sequence asset that no longer exists. Change 3518548 on 2017/06/30 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests na #!rb na Change 3518366 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3518365 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3518364 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3518363 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3518362 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3518330 on 2017/06/30 by John.Nielson Added effect context as part of the info we give back for the WaitGameplayEffectRemoved task. #!RB: none #!review-3518331: @David.Ratti #!Test: Pie Change 3518260 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3518253 on 2017/06/30 by Shaun.Kime Fix compiler warning #!rb none #!tests n/a Change 3518059 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3518058 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3518056 on 2017/06/30 by Jeff.Williams Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE: !41.1 Change 3518043 on 2017/06/30 by Shaun.Kime Missing file checkin #!rb none #!tests n/a Change 3518042 on 2017/06/30 by Shaun.Kime Now have the ability to name outgoing events so that we can re-use the struct type for multiple outbound events from the same emitter. Added customization for selecting the event source and event destination. Revert to defaults currently disabled due to bugs with StructureDetailsView. #!rb none #!tests n/a Change 3517667 on 2017/06/30 by Shaun.Kime Commenting out emitter auto-updating for now until we rewrite it. #!rb none #!tests n/a Change 3517617 on 2017/06/30 by Jon.Lietz - making it so event evaluators do not cuase the player to go into combat or break shadow plane - adding in support for the item Effect Keyword to define if it should pu the user into combat or break shadow plane - cultivate using runtime options again #!rb David.Ratti #!tests Use cards and they no longer break recall Change 3517107 on 2017/06/29 by Daniel.Lamb Fix for replays not showing some effects on medic. #!rb None #!test Paragon replay in editor #!codereview Ryan.Gerleve #!jira OR-40198, OR-40238 Change 3516604 on 2017/06/29 by Cody.Haskell Fix for round timers being broken in Arcade. Recall is now more reliable as well #!rb none #!tests PIE Change 3516394 on 2017/06/29 by Dan.Hertzka New itemization system refactor - Major players (deck, card, gem) are all now UObjects (ItemizationComponent, GameplayCard, and GameplayGem respectively) - The base GameplayItem and SourceItemAbility now do the lion's share of the work of applying abilities & GEs themselves, the keyword data APIs have been heavily pared down for now - Note: This may change quite a bit once GGP stuff comes online, but in the meantime this clarifies/simplifies the itemization system flow - Updated all existing UI to work with GameplayItems, but haven't done any refactoring to leverage the cleaner hookups now available - Moved the server RPCs for itemization actions to the PlayerController - Added ItemizationSystemSettings for constant system configuration properties, for now replaces the GemTree since that's become so wildly simplified ItemEffectKeyword - ItemKeyword renamed to ItemEffectKeyword - Added support for sequential events to trigger effect application - Added removal event option for removing the effect in response to a qualified event McpGemItem info storage updated - Now exported as stratified groups of levels to roll, so they can be imported as such on the item - No more custom parsing is needed within the gem item - Added dev migration to force re-add all starter gems #!rb Jon.Lietz #!tests PIE buy pips, gems, cards, sell cards, fire abilities, etc; Export gem templates + local mcp validation; ItemKeywords table data still valid Change 3516277 on 2017/06/29 by Ben.Salem Add the ability to pass in a mailing list to target for SkillTestReport, and have the pipeline preflight node target its own specific mailing list. #!rb none #!tests recompiled. Change 3515762 on 2017/06/29 by Daniel.Lamb Stop stack overflow if we generate a callstack too large. #!rb Trivial #!test Paragon stats. Change 3515711 on 2017/06/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3515710 on 2017/06/29 by David.Ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile #!fyi Zak.Middleton Change 3514451 on 2017/06/28 by David.Ratti Fix replication issue that was causing abilities granted by GEs to linger/get stuck on clients. #!rb lietz #!tests editor/pie #!fyi Ryan.Gerleve Change 3514267 on 2017/06/28 by Ben.Salem Add support for showing Testnotes in SkillTest Reports as non-failing issues. #!rb none #!tests Compiled and reran. Change 3513984 on 2017/06/28 by Zak.Middleton #!ue4-orion - Fix for possible memory stomp when player is unpossessed during a forced position update on the server. Mirrors CL 3512456 from BobT in Fortnite. #!rb Bob.Tellez #!fyi Andrew.Grant, David.Ratti #!tests PIE MP Change 3513856 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 via CL 3513848 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41) Change 3513848 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.1) #!ROBOMERGE[ORION]: 41 Change 3513844 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Release-41.2) #!ROBOMERGE[ORION]: 41.1 41 Change 3513818 on 2017/06/28 by Jason.Bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards #!CodeReview: nick.darnell, benjamin.crocker #!ROBOMERGE: 41.2, 41.1, 41 Change 3513584 on 2017/06/28 by Jon.Lietz OR-40158, bumping the bit shift up by one to support level 20 abilities for the new card/gem system #!rb none #!tests no longer get server ensures for cards over level 20 Change 3513300 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513299 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513298 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513265 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513264 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513263 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513218 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513217 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513216 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513198 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513197 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513196 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513193 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513192 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513191 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513163 on 2017/06/28 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3513159 on 2017/06/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3513075 on 2017/06/28 by Jeff.Williams Initial branch of files from Release-41.1 (//Orion/Release-41.1) to Release-41.2 (//Orion/Release-41.2) Change 3512633 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3512632 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3512631 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3512630 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3512629 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3512546 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512545 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512543 on 2017/06/27 by Andrew.Grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none Change 3512315 on 2017/06/27 by Ben.Salem Add report mail to FXPerf test. #!rb brad.angelcyk #!tests Ran several FXPerf runs. Change 3512306 on 2017/06/27 by Shaun.Kime Fixing missing undef #!rb none #!tests n/a Change 3512296 on 2017/06/27 by Shaun.Kime Each stack entry now has its own reference to the system view model as well as the emitter view model. #!rb none #!tests ran through normal operations Change 3512153 on 2017/06/27 by John.Nielson Seperated WaitGameplayEffectRemoved and WaitGameplayEffectRemoved_Info, the latter returning information about the removal. Also cleaned up and fixed implementation according to Ratti's feedback. #!RB: none #!review-3512154: @David.Ratti #!Test: Pie Change 3512092 on 2017/06/27 by David.Ratti Fix ensure that will fire from a dot expiring while someone is listening for damage event keyword #!rb none #!tests pie Change 3512076 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512075 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512074 on 2017/06/27 by Andrew.Grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none Change 3512044 on 2017/06/27 by David.Ratti Editegrate BenZ's fix (CL 3510178 ) for mono crash with literal struct types with editor only data #!rb none #!tests cooked build with WaitDamageDealt with no variable wired in Change 3511926 on 2017/06/27 by Frank.Fella Niagara - Missed in last checkin. #!tests none. #!rb none. Change 3511910 on 2017/06/27 by Frank.Fella Niagara - Emitter stack in the system view, and other changes. + There is now a tab for the emitter stack in the system view and this will change based on the selected emitter in the timeline. + Deleting the emitter section from the timline no longer crashes. + Auto-compile now works in both the emitter and system editors, and is an editor setting. + Moved the generation of the root stack entries into a root entry so that structure changes and future filtering can use the same code path. + Renamed UNiagaraStackItem::FOnModifiedStackStructure to UNiagaraStackItem::FOnModifiedGroupItems to avoid confusion with UNiagaraStackEntry::FOnStructureChanged. #!tests The system shows the stack view, and it updates based on the sequencer seleciton. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3511831 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511830 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511827 on 2017/06/27 by Daniel.Lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant Change 3511452 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511451 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511449 on 2017/06/27 by Andrew.Grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none Change 3511402 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511400 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511398 on 2017/06/27 by Andrew.Grant Changed warning to info in test logging #!tests compiled #!rb none Change 3510907 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3510906 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3510902 on 2017/06/26 by Andrew.Grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none Change 3510368 on 2017/06/26 by Shaun.Kime Making the "Initial" namespace. Spawn scripts will automatically fill this in if requested anywhere in the child scripts. #!rb none #!tests modified Sparks uasset Change 3510362 on 2017/06/26 by John.Nielson Added parameters for gameplay effect removal so that user has access to premature Removal and StackCount when needed. #!RB: none #!review-3510363: @David.Ratti #!Test: pie Change 3509787 on 2017/06/26 by Wyeth.Johnson Edge Preservation Change 3509754 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3509753 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3509752 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3509751 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3509750 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3509590 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3509589 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3509588 on 2017/06/26 by David.Ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor Change 3509455 on 2017/06/26 by Zak.Middleton #!ue4-orion - Fix overlap test stopping on first sub shape. Only the first shape was being considered when looping multiple shapes, for queries like ComponentOverlapComponent, which could affect the cached overlaps optimization in primitive movement code. Fixes regression from CL 3369875. #!rb Ori.Cohen, David.Ratti #!codereview David.Ratti #!tests MP PIE, Gideon's ult, overlaps against cylinder (with 4 sub shapes) #!jira OR-39780 Change 3509449 on 2017/06/26 by Frank.Fella Sequencer - Expose selection of tracks and sections for external use. #!tests Verified selection code works as expected with code in a future change. #!rb Max.Chen,Andrew.Rodham Change 3509406 on 2017/06/26 by Shaun.Kime Rework to the emitter graph to better support events. Undo/Redo works. Added a new NiagaraStackStruct value that embeds a struct details panel. #!rb none #!tests add/remove several events from Sparks script Change 3508540 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508539 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508538 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508537 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508536 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508535 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508534 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508533 on 2017/06/24 by Andrew.Grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none Change 3508482 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508481 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508480 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508479 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508478 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508477 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508476 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508475 on 2017/06/23 by Andrew.Grant BuildCookTest cleanup #!tests #!rb none Change 3508463 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508462 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508461 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508460 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508459 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508254 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508253 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508252 on 2017/06/23 by Andrew.Grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none Change 3508191 on 2017/06/23 by Olaf.Piesche fix missing space in hlsl gen for data set structs #!rb none #!tests compiled emitters Change 3508029 on 2017/06/23 by Olaf.Piesche More mesh emitter work; event fundamentals for GPU sim #!rb none #!tests example emitters Change 3507684 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507683 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507682 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507681 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507680 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507172 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507168 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507167 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507164 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507163 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507084 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3507083 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3507082 on 2017/06/23 by Andrew.Grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none Change 3506907 on 2017/06/23 by Zak.Middleton #!ue4-odin - Merge CL 3492200 from Dev-Framework (which also went to 4.16.2). Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Addresses long stall in texture streaming in UpdateResourceStreaming() fixed a different way in CL 3488249. Fixes other possible regressions from CL 3359561 that removed the Reset(...) entirely. #!rb Marc.Audy #!codereview Andrew.Grant #!tests PIE vs AI with minions Change 3506675 on 2017/06/23 by David.Ratti Adding additional, temporary logging for OR-39780 #!rb none #!tests editor Change 3506206 on 2017/06/22 by Frank.Fella Niagara - Stack styling tweaks, and fixes for layout changing when modifying values. #!tests Modifying values no longer makes the stack scrolling jump #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3505960 on 2017/06/22 by Zak.Middleton #!ue4-orion - Added StaticMesh CollisionComplexity to the AssetRegistry. It now appears as a column in the Content Browser and Asset Audit tool, as well as tooltips for the items in the CB. #!rb Ori.Cohen, Ben.Zeigler #!tests tested content browser and related tools above in Monolith2. Change 3505494 on 2017/06/22 by Zak.Middleton #!ue4-orion - Improved asset name gathering for 'Collision.ListObjectsWithCollisionComplexity' command from CL 3503816. #!rb none #!tests used command in various levels Change 3505382 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3505381 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3505379 on 2017/06/22 by Andrew.Grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none Change 3505235 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505234 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505233 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505231 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505123 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505122 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505121 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505120 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505119 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505113 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505112 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505111 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505110 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505109 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505106 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505103 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505102 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505099 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505098 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504913 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504911 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504908 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504907 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504906 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504887 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504886 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504885 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504884 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504883 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504837 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504836 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504835 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504834 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504833 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504547 on 2017/06/22 by Shaun.Kime Moving the building of error information into the base class. This will simplify the logic in the future. #!rb none #!tests Made errors and tested that new system works appropriately Change 3504493 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3504491 on 2017/06/22 by Andrew.Grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 #!QAReview please check OR-38012 is fixed in 41.1 #!tests none #!rb none #!review-3504492 @David.Ratti Change 3504129 on 2017/06/21 by Shaun.Kime Now only showing the subset of compiler error messages that are associated with that section. i.e. only showing spawn errors in the spawn section of the stack. #!rb none #!tests made errors and made sure the errors showed up in the right sections Change 3504071 on 2017/06/21 by Shaun.Kime Adding simple wrapper for the event handlers inline. Had to "cheat" and wrap the FNiagaraEventScriptProperties in an owning UObject and use PostInit/PostEdit/PreEdit to keep them synchronized since the originating object is a struct and not an object. Waiting on the emitter to be in a system to have a better UI than seting the GUID manually. #!rb none #!tests made edits in stack and watched the details update appropriately. #!ue4-orion - Added asset path to 'Collision.ListObjectsWithCollisionComplexity' command, and changed sort key to asset path. Will speed up tomorrow (slow for tens of thousands of entries right now). #!rb none #!tests used console command on map Change 3503717 on 2017/06/21 by Zak.Middleton #!ue4-orion - Improved logging for collision auditing. Removed a bunch of redundant string building to speed it up (use a map to cache values instead). #!rb Nick.Atamas #!tests ran console command in OrionEntry and Monolith2 Change 3503650 on 2017/06/21 by Andrew.Grant OUI - Fix for movable skylight shader missing on simple forward (low lighting quality mode) from Roland #!rb Marcus.Wassmer, Daniel.Wright #!tests none Change 3503597 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503595 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503594 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503593 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503591 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503588 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503587 on 2017/06/21 by Mieszko.Zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant Change 3503584 on 2017/06/21 by Mieszko.Zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503583 on 2017/06/21 by Mieszko.Zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503391 on 2017/06/21 by Shaun.Kime If calling a function with numeric parameters, we would get an error if two or more differed in terms of the numeric types that were resolved to. #!rb none #!tests recompiled several examples, added multiple random range using assets. Change 3503341 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503340 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503339 on 2017/06/21 by David.Ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 Change 3503156 on 2017/06/21 by Frank.Fella Niagara - Stack - Adjust margins of function inputs so that their labels indent more consistently and their values all line up correctly. #!tests checked alignment visually #!rb none Change 3503095 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503094 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503090 on 2017/06/21 by Andrew.Grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. #!review-3502889 @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none Change 3502972 on 2017/06/21 by Olaf.Piesche Missing file, some test assets #!rb none #!tests none Change 3502969 on 2017/06/21 by Frank.Fella Niagara - Missed in last check-in. #!tests none #!rb none Change 3502965 on 2017/06/21 by Zak.Middleton #!ue4-orion - Increase search radius for MostOpposingNormal. Fixes case where character movement cannot walk up steps of certain ramps. (Mirror CL 3490592 from Dev-Anim-Phys by Ori.Cohen). Bringing over now that Dev-Anim-Phys has passed promotion with the change. #!rb Ori.Cohen #!codereview Andrew.Grant #!tests Ran around Monolith and Monolith2 as Kallari, up and down various steps/ramps (as per UE-45935). #!jira OR-39611 (Update: added OR jira) Change 3502931 on 2017/06/21 by Frank.Fella Niagara - Stack updates + Refactor the way children are updated in the stack tree to make the api more consistent and easier to use. + Add expanders to renderer items and have them collapsed by default. + Add in a temporary expandable item to show the emitter properties in the emitter spawn script area. + Start with the graph and the properties panels hidden by default. + Move the stats to the stack. #!tests Verified the emitter properties are in the stack, verified that renderers are collapseable, and verified other parts of the stack update correctly with the update children refactor. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3502660 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3502659 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3502658 on 2017/06/21 by Daniel.Lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant Change 3502261 on 2017/06/20 by Jeff.Williams Merging //Orion/Main to Release-41.1 (//Orion/Release-41.1) #!rb none #!tests none Change 3502246 on 2017/06/20 by Jeff.Williams Populate -S //Orion/Release-41.1 -r. Change 3501911 on 2017/06/20 by Olaf.Piesche -mesh rendering -making GPU rand more random -test assets -couple of bug fixes #!rb none #!tests test assets, GPU and CPU sim, sprite and mesh rendering Change 3501633 on 2017/06/20 by Zak.Middleton #!ue4-orion - Add "Collision.ListObjectsWithCollisionComplexity <Complexity>" command. Complexity is one of: Default, SimpleAndComplex, UseSimpleAsComplex, UseComplexAsSimple. When listing 'Default', only those with settings explicitly set to 'Default' are listed. When listing anything other than 'Default', those matching either the requested complexity or default (if that is the same complexity) are listed. #!tests load monolith2 (and small maps), type console command #!rb none Change 3501297 on 2017/06/20 by Shaun.Kime Adding support for pre-change notification #!rb matt.kuhlenschmidt #!tests n/a Change 3501294 on 2017/06/20 by Shaun.Kime First round of supporting parameter store in UNiagaraComponent details panels. If the value is in the data store, it should be reflected in the UI. We keep track of which values are overwritten so that we can show the user. Multiple selection is not supported, nor are data interfaces. Tweaking values in the system graph panel doesn't carry over because those values aren't getting pushed to the scripts. #!rb none #!tests n/a Change 3500984 on 2017/06/20 by Alexis.Matte Fix crash when merging actor with one different material slot per LOD, this is a temporary fix since there is a refactor done in 4.17 that will replace this part of the code. #!jira UE-46166 #!rb jurre.debaare #!tests none Change 3500472 on 2017/06/20 by Frank.Fella Sequencer - Don't create a transaction when setting the fixed frame interval in initialize since it's not a user initiated change and because it can be called from undo which makes it impossible to actually undo. #!tests Verified that a non-undoable transaction isn't added on initialize anymore. #!rb Max.Chen Change 3499930 on 2017/06/19 by Andrew.Grant Merging clean-resolve files using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3499446 on 2017/06/19 by Andrew.Grant Non-unity compilation fixes #!tests compiled non-unity #!rb none Change 3499212 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3499211 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3499210 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3499209 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3499208 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3499207 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3499205 on 2017/06/19 by Andrew.Grant Locked network version to 3493863 #!ROBOMERGE: !Main #!rb #!tests na Change 3498856 on 2017/06/19 by Andrew.Grant Fix missing include #!tests compiling PS4 dev #!rb none Change 3498843 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3498842 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3498841 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3498840 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3498839 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3498780 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3498715 on 2017/06/19 by Laurent.Delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. #!codereview martin.wilson #!rb none #!test Coil Wing Additive Animation Change 3498668 on 2017/06/19 by Andrew.Grant Added additional info to warning Fixed BP warning in Justice_Drain #!test warning no longer occurs #!rb none Change 3498601 on 2017/06/19 by Andrew.Grant Better logging of errors #!tests compiled and verified offending asset is shone #!rb none Change 3498544 on 2017/06/19 by Andrew.Grant Added helper to check if the underlying asset exists #!tests ran in code with check() against package utils method #!rb none Change 3498319 on 2017/06/19 by Frank.Fella Niagara - Actually remove nodes from the graph when deleting modules from the stack, and also fix undo for delete, move up, and move down. #!tests Deleted modules and verified they were removed from the graph, also tested undo for delete, move up, and move down. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3498236 on 2017/06/19 by Andrew.Grant Bulk Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3498224 on 2017/06/19 by Shaun.Kime Making header public #!rb none #!test n/a Change 3496705 on 2017/06/16 by Shaun.Kime Removing files that accidentally made it in prior checkin. Adding missing file #!rb none #!tests n/a Change 3496702 on 2017/06/16 by Shaun.Kime Split settings into Niagara runtime and editor. Added ability to map keyboard chords and a left mouse press to shortcuts for creating nodes in the script editor as requested by Wyeth. Had to do a little reworking of the way we create the popup menu in order to test the types. This can be made better by having a customization that does the popup menu directly and allowing the user to select from there rather than having to know the underlying name directly. These are the currently checked in mappings, which are based on the material editor. Numeric::Add Key=A Numeric::Div Key=D Numeric::Pow Key=E If Key=I Numeric::Mul Key=M Numeric::Normalize Key=N Numeric::OneMinus Key=O float Key=One Vector2D Key=Two Vector Key=Three Vector4 Key=Four LinearColor Key=C #!rb none #!tests n/a Change 3496657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496656 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496655 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496654 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496653 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496645 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496627 on 2017/06/16 by Andrew.Grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none Change 3496550 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496549 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496548 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496547 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496546 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496545 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496543 on 2017/06/16 by Laurent.Delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none #!codereview andrew.grant #!tests compiles Change 3496028 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496027 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496026 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496025 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496024 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496010 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496009 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496008 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496005 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496004 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495920 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495916 on 2017/06/16 by Laurent.Delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. #!codereview lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. Change 3495689 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495668 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3495666 on 2017/06/16 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/DeckBuilder/OrionDeckBuilder_DeckCard.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/PostGame/OrionXPOverview.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/Tooltips/OrionHeroTooltip.cpp -------------------------------------- Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3495663 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3495657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3495651 on 2017/06/16 by Andrew.Grant Bumping script version again #!tests #!rb none Change 3495642 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495282 on 2017/06/16 by Andrew.Grant Merging fixes from 40.5 to Release-41 via Main #!tests #!rb none Change 3495204 on 2017/06/16 by Don.Eubanks Added HandEntryTooltip class and content, displayed when hovering a card in your hand in the Card Shop Right now the content of the tooltip (text etc) is created one time and remains static until you move off/back on the card, this will change in the future so that the content updates as gold counts update. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3495201 on 2017/06/16 by Andrew.Grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na Change 3495145 on 2017/06/16 by Shaun.Kime Missing file #!rb none #!tests n/a Change 3494899 on 2017/06/16 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) Hoping for another iterative build fix! #!rb none #!tests none Change 3494864 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494863 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494862 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494861 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494860 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494859 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494858 on 2017/06/16 by Andrew.Grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none Change 3494844 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494843 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494842 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494841 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494840 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494839 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494826 on 2017/06/16 by Andrew.Grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none Change 3494762 on 2017/06/16 by Andrew.Grant Bulk Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3494229 on 2017/06/16 by Max.Chen Sequencer: Refix Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #!jira UE-45737 #!rb none #!tests none Change 3493863 on 2017/06/15 by Daniel.Lamb Fixed up search path when using Iterative builds for BuildCookTest script. #!rb Andrew.Grant #!lockdown Andrew.Grant #!test Automation tool launch iterative build. Change 3493654 on 2017/06/15 by Daniel.Lamb Wrote some validation code (disabled by default) for the allocator stats. Fixed the return value of the GetAllocatorStats function. #!rb Andrew.Grant #!review @Andrew.Grant #!test Run PS4 in Test config. #!lockdown Andrew.Grant Change 3493621 on 2017/06/15 by Shaun.Kime Now showing toasts when adding attributes for the renderer. Auto-adding any missing items when adding renderer. #!rb none #!codereview frank.fella #!tests Made a blank script and added the sprite renderer in. Change 3493461 on 2017/06/15 by Shaun.Kime Made move up/down and delete notify graph needs recompile. #!rb none #!tests n/a Change 3493393 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493392 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493391 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493390 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493389 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493344 on 2017/06/15 by Shaun.Kime Simple error reporting for when the graph fails to compile. We'll want to do something more fine grained in the long run, but I wanted to get something in quick for now. #!rb none #!tests broke the stack by unplugging a param map pin and saw results. Change 3493264 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493263 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493262 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493261 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493260 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493104 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493101 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493098 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493097 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493094 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493061 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493058 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493057 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493056 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493055 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492962 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492961 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492960 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492957 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492955 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492927 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492911 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492844 on 2017/06/15 by Shaun.Kime Renderers will now complain about missing items, with a button to fix them. Moving many of our modules to the Set XXXX paradigm with dynamic inputs to drive them. Moved curves out into their own cpp/h files as they were getting too complicated to manage otherwise. Added a 2D curve and a 4D curve. #!rb none #!codereview frank.fella #!tests ported standard test cases over Change 3492595 on 2017/06/15 by Andrew.Grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct #!review-3492596 @Daniel.Lamb #!rb none Change 3492577 on 2017/06/15 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) @3490764 #!rb none #!tests compile Change 3492448 on 2017/06/15 by Jason.Bestimt #!ORION_DG - Reverting sharing of movie tracks from NickD as it conflicted with sequencer changes. He'll give us a better fix soon NOTE: Left the optimization in 41/MAIN so we have to time to find a proper fix, but get to keep the memory savings #!RB:none #!Tests:none #!CodeReview: andrew.grant, daniel.lamb, nick.darnell Change 3492437 on 2017/06/15 by Laurent.Delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson #!codereview james.golding, michael.noland #!test batch anim compression and comparative tests Change 3492423 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492422 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492421 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492420 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492419 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492365 on 2017/06/15 by Dan.Hertzka First general improvement pass on new card system - FCardDataRow members are now typed properties and resolved on import - Row is also now responsible for registering the cooldown tags for a given card - the actual McpCardItemDefinition never fusses with cooldown stuff - Properties populated by the data table are transient, but editable. This enables local dev tinkering without needing a whole duplicate data row (also lets us get it out of the card def header) - All cards automatically update their properties whenever the cards data table is reimported - Created FGameplayCurrencyBundle to simplify tracking and transactions for the 4 currencies involved in buying cards - Simplified several other APIs as a result, especially OrionGameplaySet - Moved trait checks into the CardInstance. If/when this becomes information that we need in the frontend, I'll likely establish an enum for the various traits and map those to the respective tag. - Added the ability to add a transient GamplayTag on the fly when in the editor (to enable testing of card properties that diverge from the data table info) - Removed "GemBranch" suffix from gem branch enum entries - Converted pointers to references where possible #!rb Matt.Schembari #!tests Reimported cards table; OrionEntry PIE purchasing, selling, and using cards Change 3492300 on 2017/06/15 by Andrew.Grant Merging from Main using ROBO://Orion/Main->//Orion/Dev-UI #!tests compiled #!rb none Change 3492174 on 2017/06/15 by David.Ratti Reinvoke the WhileActive gameplay cue event on respawn for all active, non inhibited GEs #!review-3492175 Jon.Lietz #!rb none #!tests pie Change 3491859 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491855 on 2017/06/15 by Mieszko.Zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path Change 3491815 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491814 on 2017/06/15 by Andrew.Grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none Change 3491759 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3491745 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3491735 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3491699 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3491609 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491606 on 2017/06/15 by Andrew.Grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none Change 3491047 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491046 on 2017/06/14 by Mieszko.Zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path Change 3490764 on 2017/06/14 by Jeff.Williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile Change 3490704 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490703 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490700 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490699 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490698 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490564 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490563 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490562 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490561 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490560 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490559 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490558 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490557 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490556 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490555 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490419 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3490416 on 2017/06/14 by Andrew.Grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none Change 3490033 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490031 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490028 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490027 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490024 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489823 on 2017/06/14 by Andrew.Grant Fixed for OR-39522 (marked properties as BP ReadWrite) #!jira OR-39522 #!tests ran editor, compiled original BP #!rb none Change 3489813 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489812 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489771 on 2017/06/14 by Laurent.Delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. Change 3489765 on 2017/06/14 by Laurent.Delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. Change 3489512 on 2017/06/14 by Daniel.Lamb Fix for malloc stats. #!rb Andrew.Grant #!test paragon perftest ps4 #!lockdown Andrew.Grant Change 3489472 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489471 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489470 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489469 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489468 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489467 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489466 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489465 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489464 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489463 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489462 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489461 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489458 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489457 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489456 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489455 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489454 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489274 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489273 on 2017/06/14 by Laurent.Delayen More Anim Compression Fixes: - Fixed frame->time error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. #!codereview lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. Change 3488760 on 2017/06/14 by Frank.Fella Niagara - In stack object editing + Add a new stack entry for displaying a details panel inline. + Chage the data interface editing to use the stack object. + Add the ability to add and delete renderers. + Add a details panel inline for renderers. #!tests Edited data interfaces inline, added/removed renderers, edited renderers inline. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3488137 on 2017/06/13 by Andrew.Grant Improved Gauntlet logging about build validity #!tests ran boot test #!rb none Change 3488079 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488078 on 2017/06/13 by Daniel.Lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE: MAIN, 41 Change 3488076 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488073 on 2017/06/13 by Daniel.Lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!ROBOMERGE: MAIN, 41 #!lockdown Andrew.Grant Change 3488044 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3488041 on 2017/06/13 by Andrew.Grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none Change 3487260 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3487259 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3487258 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3487257 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3487256 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3487255 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3487254 on 2017/06/13 by Laurent.Delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression Change 3486889 on 2017/06/13 by Andrew.Grant Last chopper out of Dev-Gen #!tests compiled #!rb none Change 3486744 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3486743 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3486742 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3486739 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3486738 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3486737 on 2017/06/13 by Jason.Bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. #!CodeReview: nick.darnell, daniel.lamb, andrew.grant #!QAReview Change 3486471 on 2017/06/13 by Andrew.Grant Final bulk merge from Dev-Gen for v42 timeframe #!tests #!rb na Change 3486252 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!rb #!tests na Change 3486153 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3485963 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3485949 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3485650 on 2017/06/12 by Olaf.Piesche changing check() to ensure, so DIs that have no GPU implementaiton yet don't crash on compile #!rb none #!tests example emitters Change 3485608 on 2017/06/12 by Frank.Fella Niagara - Data interface editing changes. + Edit data interfaces directly in the stack. (UI Layout isn't great and will be fixed in a future check in.) + For data interface objects which have a default value in the module/dynamin input, the details panel is locked and there is a button to unlock it. Unlocking it makes a copy of the data interface from the script in the local emitter for editing. + All curves are now displayed in the curve editor since the stack doesn't have a way to select them to edit in the stack. This will be fixed later, in the short term the curve editor has buttons to hide/show curves. #!tests Edited curve data interfaces in the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3485578 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) - pickup of late Dev-Gen changes #!rb none #!tests compiled Change 3485569 on 2017/06/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3485568 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3485568 on 2017/06/12 by Andrew.Grant Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE: !40.5 Change 3485432 on 2017/06/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3485368 on 2017/06/12 by Andrew.Grant Changed UEnumProperty::ImportText_Internal to return nullptr if the value cannot be matched to an enum name. This allows higher level code to more appropriately warn or handle the error (as UObject::LoadConfig already does). #!tests verified error is generated and handled #!rb Steve.Robb Change 3485297 on 2017/06/12 by Olaf.Piesche -fix memory stomp and resulting crash with GPU side curl noise DI -add GPU side functionality to the other curve DIs -some more sample assets #!rb none #!tests example emitters opened Change 3484848 on 2017/06/12 by Andrew.Grant Files that required merging from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484847 on 2017/06/12 by Andrew.Grant Files that merged cleanly from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484839 on 2017/06/12 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) @3484136 #!rb none #!tests none Change 3484734 on 2017/06/12 by Ben.Marsh EC: Prevent invalid URLs being posted for badges if the dependent job steps failed to start. #!fyi Daniel.Lamb #!rb none Change 3484682 on 2017/06/12 by Olaf.Piesche -GPU sim data interfaces, part 1; will update the remaining curve interfaces soon -fix rendering bug (flickering) with CPU simulated particles #!rb none #!tests test emitters Change 3484195 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3484136 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484151 on 2017/06/11 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) #!rb none #!tests none Change 3484136 on 2017/06/11 by Jeff.Williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile Change 3484120 on 2017/06/11 by Jeff.Williams Populate -S //Orion/Release-41 -r. Change 3484080 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484079 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484078 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484077 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484072 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484071 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484070 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484069 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484015 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3484014 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3484013 on 2017/06/11 by Andrew.Grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none Change 3483835 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483834 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483833 on 2017/06/10 by Andrew.Grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none Change 3483811 on 2017/06/10 by Andrew.Grant Added incremental cook location to search paths for Gauntlet #!tests compiled #!rb none Change 3483729 on 2017/06/10 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Fortnite/Tests/FortTest.None.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Framework/Gauntlet.TestExecutor.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealApplication.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealTypes.cs -------------------------------------- Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483727 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483726 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483725 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483723 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483722 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483721 on 2017/06/10 by Andrew.Grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none Change 3483622 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483621 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483620 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483619 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483618 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483617 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483616 on 2017/06/10 by Andrew.Grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 Change 3483430 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483429 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483428 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483427 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483425 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483424 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483423 on 2017/06/09 by Andrew.Grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none Change 3483301 on 2017/06/09 by Laurent.Delayen Ghost: Added 'InstantFaceForward' system to snap shooting characters forward when they're turned beyond a configurable threshold. #!rb michael.shin, jay.hosfelt #!tests Ghost Change 3483269 on 2017/06/09 by Zak.Middleton #!ue4-orion - (EditMerge CL 3468253) Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts. #!tests multi-PIE w/ bots and AI #!codereview Andrew.Grant #!rb Ori.Cohen Change 3483225 on 2017/06/09 by Laurent.Delayen Recompressed Animations: Buffs, BaseHero and miscs animations. #!codereview dwayne.martin Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle [CL 3571062 by Andrew Grant in Main branch]
2017-08-03 14:06:31 -04:00
}
else
{
node.NotifyUsers.UnionWith(users);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3564337) #lockdown Nick.Penwarden #rb na Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564585 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564584 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564583 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564582 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564580 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564579 on 2017/07/31 by Ben.Salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. Change 3564513 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564512 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564511 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564510 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564507 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564506 on 2017/07/31 by Laurent.Delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). #!codereview jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. Change 3564384 on 2017/07/31 by Shaun.Kime Now have a System Life Cycle module that looks for all the emitters being dead and then disables itself. This also triggers the reset of the simulation. GPU particles seems to have degraded after the spawn rate. Emitters now reset when there are no particles. Systems now reset when the state is Dead or Disabled, so you'll need to add a System Life Cycle component to have proper looping behavior for a system. #!rb none #!tests updated hypnotizer and other scripts Change 3564012 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564009 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564008 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564007 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564006 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564005 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564003 on 2017/07/31 by Laurent.Delayen Added console command to disable URO interpolation. #!codereview martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. Change 3563538 on 2017/07/30 by Frank.Fella Niagara - Stack data interface editing fixes + When a data interface object is modified by the stack, refresh the curves UI and re-initialize the simulation. + Generate better names for the inputs used by data interfaces. #!Tests The curve UI and simulation update correctly when modifying the curve data interfaces in the stack and the generated inputs for data interfaces have better names. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563537 on 2017/07/30 by Frank.Fella Niagara - Fix the background color for stack errors. #!Tests Stack errors are no longer white. #!rb none Change 3563531 on 2017/07/30 by Frank.Fella Niagara - Generate stack spacer keys more safely to prevent list view crashes. #!Tests adding an emitter spawn module no longer crashes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563518 on 2017/07/30 by Frank.Fella Niagara - Give parameter map error log message more context #!Tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563384 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563383 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563382 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563381 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563380 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563379 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563375 on 2017/07/29 by Andrew.Grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none Change 3563307 on 2017/07/29 by Frank.Fella Niagara - Stack UI Rework + Refactor most of the stack layout code to make things more consistent and to make future features possible. + Add a hover cue for item rows. + Add icons for the different types of inputs. + Make inputs collapsible. + Move the pin buttons to the right side of the name column to prevent visual clutter with the expanders. + Make the module splitter visible and add a correct hover cue. #!Tests Stack functions correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563305 on 2017/07/29 by Ben.Salem Add Shallow FX Test node to gauntlet and to orionbuild. Also switched Dev-Gen to being the Deep Test branch instead of dev-ui. #!rb none #!tests Ran a test of the new node, preflighted orionbuild.xml changes. Change 3563205 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563204 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563203 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563202 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563201 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563200 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563199 on 2017/07/29 by Andrew.Grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none Change 3563187 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563186 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563185 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563184 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563183 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563182 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563181 on 2017/07/29 by Andrew.Grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none Change 3562983 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562982 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562981 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562980 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562979 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562978 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562977 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562976 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562975 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562974 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562973 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562970 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562969 on 2017/07/28 by Dan.Hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [OR-41642] - Alpha is no longer applied to the chest tooltips. Also, the chests on the edge won't have their tooltip clip off the screen. #!review-3562971 @Nick.Darnell, @Don.Eubanks #!fyi Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) #!QAReview Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place Change 3562966 on 2017/07/28 by Andrew.Grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none #!review-3562967 @daniel.lamb #!tests LoadTest locally on cooked data on PS4/Win64 Change 3562965 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562964 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562963 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562962 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562961 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562960 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562959 on 2017/07/28 by Andrew.Grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none Change 3562136 on 2017/07/28 by Shaun.Kime Changing the version so that old assets will recompile and regenerate their spawn attribute table #!rb none #!code.review simon.tovey #!tests opened asset and made sure it compiled on load Change 3560805 on 2017/07/28 by Simon.Tovey - Programmable spawning All spawning controlled by creating a FNiagaraSpawnInfo attribute. Any of these attributes in an emitter will feed one spawn script run. - Fixed issue with HLSL and register table layout not matching for structs correctly. - Removed some vestigial code. - Temporarily commenting out references to burst in the UI until we can hook them back up. - Removed direct ref to emitter handle in emitter instances with an EmitterIndex in their parent. More broadly useful and can be used to access emitter handle. - Fixed a couple of issues breaking interpolated spawning. - Updated default emitter and the hypnotiser to new spawning method. #!rb none #!tests Tested new default emitter and a few others. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3560376 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560375 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560374 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560373 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560372 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560370 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560367 on 2017/07/27 by Stephan.Jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE Change 3560196 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560192 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560188 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560186 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560185 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560183 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560180 on 2017/07/27 by Daniel.Lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client Change 3560131 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560130 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560129 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560128 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560127 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560126 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560123 on 2017/07/27 by Ori.Cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none Change 3559908 on 2017/07/27 by Aaron.McLeran Fixing compile error #!tests none #!rb none #!codereview Andrew.Grant Change 3559674 on 2017/07/27 by Shaun.Kime Now batching up the shader constants into another data set for System/Emitter graphs. #!rb Simon.Tovey #!tests ran multiple copies of Hypnotizer and made sure that they obeyed the emitter lifetime module outputs. Change 3559527 on 2017/07/27 by Aaron.McLeran #!jira UE-45483 Integrating fix to //Orion/Dev-General #!rb none #!tests none Change 3559284 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559283 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559282 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559281 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559280 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559254 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559253 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559252 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559251 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559250 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559192 on 2017/07/27 by Shaun.Kime Removing compile on load for standalone functions. #!rb none #!tests n/a Change 3559115 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559111 on 2017/07/27 by Laurent.Delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets Change 3559060 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559043 on 2017/07/27 by Jon.Lietz compile fix #!rb none #!test compiles #!review-3559054 @Daniel.Lamb Change 3558928 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3558927 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3558926 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3558923 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3558921 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3558919 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3558917 on 2017/07/27 by Daniel.Lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None Change 3558264 on 2017/07/27 by Wyeth.Johnson Pondering update Change 3558206 on 2017/07/27 by Jurre.deBaare HLOD: Need to be able to disable auto-LOD generation on meshes in a BP #!fix added flag to PrimitiveComponent to disable certain BP components to be excluded from HLOD generation, and also not have a LODParent primitive set #!jira UE-47711 #!rb Benn.Gallagher #!Tests generate HLOD clusters with enabled/disabled components and actors Change 3558200 on 2017/07/27 by Jurre.deBaare Crash rebuilding HLOD cluster #!fix Simplygon returns an empty mesh if the input is not overlapping the culling (landscape) mesh, so added bound check for input vs landscape to prevent this situation #!misc Added error when Simplygon returns an invalid raw mesh after processing #!jira UE-47709 #!rb Benn.Gallagher Change 3558116 on 2017/07/27 by Wyeth.Johnson Roughed in drag, while pondering physical correctness or lack therof Change 3557918 on 2017/07/27 by Simon.Tovey ~2x speed up of niagara compilation. Set of visited nodes in numeric fix up viistor was becoming massive and spending about half the total compile time just ensuring we'd not visited a node before. Moved over to a slightly clunkier but faster method of using a visitor ID on the node itself. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime #!rb none #!tests tested several emitters. Seems to work Change 3557439 on 2017/07/26 by Olaf.Piesche Replicating CL3557068 Adding a configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #!rb marcus.wassmer #!tests QAGame Change 3556915 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556914 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556913 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556912 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556911 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556910 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556903 on 2017/07/26 by Daniel.Lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked Change 3556592 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556591 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556590 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556589 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556588 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556587 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556570 on 2017/07/26 by Andrew.Grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. Change 3556239 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556238 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556237 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556236 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556235 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556229 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556226 on 2017/07/26 by David.Ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie #!review-3556227 @Daniel.Lamb Change 3556163 on 2017/07/26 by Frank.Fella Niagara - Rework the system toolkit so that it can edit stand alone emitters and systems. This allows the use the attribute spreasheet and system views when editing emitters and enables inspecting and editing the emitter graphs (for debug purposes) when editing systems. #!Tests Verified general system and emitter editing functionality. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3556104 on 2017/07/26 by Jian.Ru Changed OpacityConst and OpacityMaskConst default to 1.0 to prevent HLOD meshes from disappearing Change 3555992 on 2017/07/26 by Frank.Fella Niagara - Fix a bug when deleting dynanmic inputs which would leave the graph broken. #!Tests Removing a dynamic input now leaves the graph in a vaild state. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3555991 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555988 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555984 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555983 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555982 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555896 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555778 on 2017/07/26 by David.Ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie Change 3555726 on 2017/07/26 by Frank.Fella Niagara - Don't clear keyboard focus on commit for float and int value editors. #!Tests keyboard focus is no longer cleared. #!rb none Change 3555668 on 2017/07/26 by Frank.Fella Niagara - Fix a bug in the hlsl translator where multiple dynamic input usages were not genering unique code like modules. #!Tests Multiple dynamic input usages generate correct code. #!rb Shaun K. Change 3555188 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555187 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555186 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555185 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555184 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555088 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555053 on 2017/07/26 by Andrew.Grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none Change 3554987 on 2017/07/26 by Simon.Tovey Fixed register table / hlsl mismatch #!rb none #!tests Scripts with compound structs containing ints now work correctly. #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3554672 on 2017/07/25 by Olaf.Piesche More PS4 cooking/launching fixes #!rb none #!codereview simon.tovey,frank.fella,shaun.kime #!tests cook PS4 Change 3554407 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3554406 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3554405 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3554404 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3554403 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3554400 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3554397 on 2017/07/25 by Andrew.Grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none Change 3554394 on 2017/07/25 by Wyeth.Johnson Mooooore modules work Change 3553557 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3553556 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3553555 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3553554 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3553553 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3553552 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3553548 on 2017/07/25 by Andrew.Grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none Change 3553261 on 2017/07/25 by Frank.Fella Niagara - Added some editor only delegates so that we can handle the niagara system instance creation and destruction more consistently. Also removed the get on create functionality when getting the system instance from the component. #!Tests Verified that the system instance is now valid when opening the system and emitter editors. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3553018 on 2017/07/25 by Frank.Fella Niagara - Remove a check which was causing crashes when executing an empty script. We probably shouldn't execute these at all, but that can be a future optimization. #!Tests Empty scripts no longer crash when executed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552872 on 2017/07/25 by Frank.Fella Niagara - Allow setting system parameters in the system scripts and tweak the IsValid() logic on systems and scripts so that systems with empty system scripts can still run. #!Tests Empty system scripts now run, and invalid system scripts no longer try to simulate and cause a crash. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552115 on 2017/07/24 by Olaf.Piesche More compile errror fixes for Clang #!rb none #!codereview Simon.Tovey #!tests build Win64 and PS4 Change 3551601 on 2017/07/24 by Wyeth.Johnson Some debug stuff Change 3551581 on 2017/07/24 by Frank.Fella Niagara - Make the simulation tolerate float inaccuracies a little better when updating using desired age. #!Tests Simulations no longer reset every frame when paused. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3551454 on 2017/07/24 by Wyeth.Johnson test for frank Change 3551387 on 2017/07/24 by Daniel.Lamb Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 Change 3551377 on 2017/07/24 by Daniel.Lamb When you run from launch build it always puts notimeouts on the commandlines #!rb Trivail #!test Cooked paragon ps4 Change 3551370 on 2017/07/24 by Daniel.Lamb Added option to dump all the scalability options which were applied. #!rb Trivial #!test Cooked paragon Change 3551101 on 2017/07/24 by Bart.Hawthorne Remove the call to UDemoNetDriver::TickCheckpoint inside UDemoNetDriver::SaveCheckpoint. There was an edge case where if the partial bunch reliable threshold was hit, since this call is outside the normal tick flow, the connection didn't have a chance to internally ack the packets, so the actor might not replicate out to the checkpoint since the channel was waiting for them to still be ack'd. #!codereview ryan.gerleve #!rb none #!tests saved and loaded replay Change 3551058 on 2017/07/24 by Shaun.Kime Removed logging code #!rb none #!tests n/a Change 3550968 on 2017/07/24 by Wyeth.Johnson Some more tests Change 3550806 on 2017/07/24 by Shaun.Kime Basic lifetime in place for solo emitters. #!rb none #!test modified Hypnotizer asset to have two loops then ultimately a reset at 15 sec. Change 3550785 on 2017/07/24 by Frank.Fella Niagara - Fix a crash when opening the system editor related to moving the stack to it's own module. #!tests no longer crashes. #!rb none Change 3550137 on 2017/07/23 by Frank.Fella Niagara - Create a separate module for niagara editor widgets and move the stack UI there. This enables hot reloading for faster UI iteration. #!tests Verified that hot reloading works for the stack UI. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3549581 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3549580 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3549579 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549578 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3549577 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3549576 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3549564 on 2017/07/22 by Andrew.Grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none Change 3549546 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... via CL 3549545 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3549545 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3549544 on 2017/07/22 by Andrew.Grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none Change 3549542 on 2017/07/22 by Andrew.Grant Merging latest from //Orion/Main to Release-42 #!tests #!rb none Change 3549530 on 2017/07/22 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3549505 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3549101 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549488 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3549423 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3549404 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3549101 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3549055 on 2017/07/21 by Frank.Fella Niagara - Move stack editor data to it's own class so that the system and emitter sub-stacks can have their own copies since they are in different graphs and the system is shared among all emitter stacks. #!Tests various stack functionality which is stored in the editor data. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3548983 on 2017/07/21 by Olaf.Piesche Re-adding inadvertantly deleted IsValid function to FNiagaraDataSetIterator. Oops. Should fix Wyeth's current crash opening assets. #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests none Change 3548810 on 2017/07/21 by Bart.Hawthorne Don't replicate the WorldSettings Pauser property out to replays - this causes the pause button to automatically get pressed (since it checks the pauser property for its state). #!jira OR-41516 #!rb none #!codereview ryan.gerleve #!tests watched a live replay and paused it from the match, also used the pause button normally in a regular replay Change 3548740 on 2017/07/21 by Bart.Hawthorne - Added an OnRep for the Pauser member on the WorldSettings so code can get notified for when the server becomes paused - Hooked up the HUDContext and Escape Menu Widget to the WorldSettings Pauser OnRep so that the pause game button text can update appropriately #!codereview ryan.gerleve, cody.haskell #!rb none #!tests paused and unpaused game in a live match and tested pausing in a replay Change 3548656 on 2017/07/21 by Olaf.Piesche Changing const statics with class-scope initialization to class-scope enum to make compile on Clang #!rb none #!codereview shaun.kime,frank.fella,simon.tovey #!tests builds, editor, sample assets Change 3548395 on 2017/07/21 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-42 (//Orion/Release-42) Change 3548394 on 2017/07/21 by Ben.Salem Add flavor of build to FX Perf report mail. Also, add -localmailer flag to FXtests to allow for reports to be sent out from tests run locally. #!rb none #!tests Ran a pass with the -localmailer flag enabled and mail sent out properly. Change 3548382 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548285 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548098 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3548095 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548092 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548090 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3548082 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main #!tests #!rb none Change 3548077 on 2017/07/21 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3547577 on 2017/07/20 by Olaf.Piesche -various build problems for non-editor builds fixed -almost there -editor should still build and run fine; PC game and PS4 are building save for one more error #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests editor Change 3547495 on 2017/07/20 by Shaun.Kime Checkpointing code for liftetime management of emitters. Moved everything to new enum ENiagaraExecutionState. More work on EmitterLifetime module. Added the count for number of alive emitters and emitter particle counts to appropriate emitter and system script execution. Still need to implement for batched system scripts. Fixed up enums so that they can be assigned using numerics so that we can use in ==/!=/etc. #!rb none #!tests n/a Change 3547204 on 2017/07/20 by Thomas.Ross Compile all blueprints commandlet #!rb Andrew.Grant #!tests Local command line, Electric Commander Change 3546884 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3546847 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none Change 3546620 on 2017/07/20 by Simon.Tovey Adding integer random to fix wyeths random issues. #!rb none #!tests random range now works. Exisiting randoms work Change 3546539 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... via CL 3546538 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3546538 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3546537 on 2017/07/20 by Andrew.Grant Version locking to 3537225 #!ROBOMERGE: !41.4 #!tests #!rb none Change 3546417 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546416 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546415 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546414 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546413 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546399 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3546344 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546343 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546342 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546341 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546340 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546335 on 2017/07/20 by Andrew.Grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none Change 3546201 on 2017/07/20 by Andrew.Grant AsyncLoading fix from UE4/Main #!tests compiled #!rb Gil.Gribb Change 3545394 on 2017/07/19 by Shaun.Kime Missing header #!rb none #!tests n/a Change 3545391 on 2017/07/19 by Shaun.Kime Added an HLSL code viewer to Niagara scripts in the system panel. #!rb none #!tests n/a Change 3545250 on 2017/07/19 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3545029 on 2017/07/19 by Daniel.Lamb Merging 3474537 //UE4/Dev-Rendering/Engine/Source/... to //Orion/Dev-UI/Engine/Source/... #!test Paragon editor rebuild lighting Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) #!rb Phillip.Kavan, Zak.Middleton Change 3544816 on 2017/07/19 by Wyeth.Johnson Moduleiteration Change 3544763 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast #!rb none #!tests n/a Change 3544762 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast. #!rb none #!tests n/a Change 3544587 on 2017/07/19 by Dan.Oconnor Hardening for edge case in blueprint loading. This if statement will be removed entirely in Dev-Framework #!rb Phillip.Kavan #!rnx #!jira OR-38176 #!fyi Ben.Zeigler #!tests:PIE Change 3544082 on 2017/07/19 by Andrew.Grant Duplicating 3531450 to address OR-41160 #!tests compiled #!rb Chris.Bunner Change 3543964 on 2017/07/19 by Bart.Hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve #!fyi cody.haskell #!tests paused match several times and check that pause text got updated Change 3543522 on 2017/07/18 by Wyeth.Johnson Added some comments to spawn location script Change 3543419 on 2017/07/18 by Olaf.Piesche Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) Code only; OrionGame still to be merged #!rb none #!codereview simon.tovey shaun.kime frank.fella #!tests sample niagara assets Change 3543302 on 2017/07/18 by Brian.Fasten Fix for include paths/ #!rb Daniel.Lamb #!test Paragon editor compile Change 3543200 on 2017/07/18 by Andrew.Grant Fixed another formatting error #!tests compiled #!rb none Change 3543120 on 2017/07/18 by Andrew.Grant Fixed extra format specifier #!tests compiled #!rb daniel.lamb Change 3543066 on 2017/07/18 by Wyeth.Johnson First pass at a real Niagara module. Sphere spawning checked in, supports radius, XYZ transform, Nonuniform scale, two different density distributions, and hemispherical culling. Points of debate are: how and what to hide behind switches How to generalize the density function. curve lookup? dynamic input? What is fast, cheap, and useful Need for static switching for optimization Need for dynamic exposure/collapse of options based on those switches Need to bubble up autopinned stuff to the stack, leave the rest collapsed Commenting style, node layout style, numeric pins use (convert to type, vs. leave numeric through as much as possible) Change 3542935 on 2017/07/18 by Olaf.Piesche -More events work; spawn events for GPU sim -bit of cleanup, more needed -PS4 shader compilation and cooking now working -Fixed the bug that made it so a manual recompile was needed to get a GPU simulated emitter to run #!rb none #!tests example assets Change 3542926 on 2017/07/18 by Frank.Fella Niagara - Missed in last checkin. #!tests none #!rb none Change 3542914 on 2017/07/18 by Andrew.Grant Removed hack, changed material warning to ASSET_LOG #!tests compiled #!rb none Change 3542889 on 2017/07/18 by Ori.Cohen Exposed an inertia scale for body instances #!rb Lina.Halper #!tests none Change 3542861 on 2017/07/18 by Andrew.Grant Fix for compile issue in non-shipping #!tests compiling #!rb none Change 3542835 on 2017/07/18 by Frank.Fella Niagara - Stack UX improvements + Can now navigate to dynamic input and module assets by double clicking on them in the stack. Currently only works in the emitter editor since we deep copy the graph and lose the asset references. + Can now collapse stack groups with a button. + Curves should always show up in the curve editor now. Custom seleciton is coming later. + Prevent duplication of output nodes since they can't be deleted. #!tests Verified new stack functionality and output node duplication. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3542816 on 2017/07/18 by Wyeth.Johnson Sphere V2 Change 3542798 on 2017/07/18 by Simon.Tovey Fix for crash Wyeth is seeing. #!rb none #!tests fixes crash. Change 3542787 on 2017/07/18 by Andrew.Grant Added UE_ASSET_LOG macro and moved some current warnings in Orion to UE_ASSET_LOG UE_ASSET_LOG is intended to provide a means of emitting asset-related logging in a consistent format that can be parsed by CIS jobs and tools. Currently there is a single option (AssetLogShowsDiskPath, true by default) but this could be expanded to provide additional options. The asset argument can be a UObject pointer or a const TCHAR* to a path. Package paths (/Game/Path/Foo.uasset), object paths (/Game/Path/Foo.Foo) and relative paths (..\..\..\OrionGame\Foo\Foo.uasset) are all supported. Usage: E.g UE_ASSET_LOG(LogMaterial, Warning, Material, TEXT("Failed to compile material")); UE_ASSET_LOG(LogMaterial, Warning, *Material->GetPathName(), TEXT("Failed to compile material")); #!tests ran locally with a selection of different asset arguments #!rb Ben.Marsh #!review-3542499 @Ben.Marsh Change 3542648 on 2017/07/18 by Jon.Lietz needed file #!rb none #!tests compiles Change 3542600 on 2017/07/18 by Cody.Haskell Work on adding pause feature to escape menu. use -fakecustom on the command line to make the menu option come up in non-custom matches for testing #!codereview Bart.Hawthorne #!tests Golden Path #!rb none Change 3542560 on 2017/07/18 by Jon.Lietz first pass moving cards in world from BP to native - fixed issue with active items - fixed a crash inside the engine with actor sequence component - fixed an issue with the Ability system comp upadting shadow plane vision based on vision manager that might not have updated yet. #!rb none #!tests cards now no longer show up if the user is in shadow plane and the viewer's team does not have vision on them. Change 3542543 on 2017/07/18 by Simon.Tovey A bit of improved log spam for VM backend #!rb none #!tests none Change 3542235 on 2017/07/18 by Wyeth.Johnson Two separate implementations of sphere spawning, working on 3rd before eval Change 3542102 on 2017/07/18 by Simon.Tovey Fixed bug in bytecode generation due to incorrect temp register allocation. #!rb none #!tests Wyeths test case now works + some other emitters tested still working. Keeps around the last HLSL translation generated. #!rb none #!tests n/a Change 3541991 on 2017/07/18 by Shaun.Kime Fix for making sure that the cube map selected for the profile is loaded from disk between editor runs. #!rb none #!tests opened editor, changed profile's cube map, then closed settings editor to save, exited app, restarted and verified that the cube map is the same Change 3541819 on 2017/07/18 by Andrew.Grant Better logging for warning #!tests #!rb none Change 3541178 on 2017/07/17 by Ori.Cohen Fix jitter with hair in rigid body node caused by bad contact offset. #!rb none #!tests none Change 3541059 on 2017/07/17 by Daniel.Lamb Fixed issue with volatile string names being used as the key for TMap. #!rb Jason.Bestimt #!test Paragon Client #!jira OR-41135 Change 3540970 on 2017/07/17 by Wyeth.Johnson test emitters for modules Change 3540948 on 2017/07/17 by Ben.Salem Add comma separated hero list support to FXTest Gauntlet node. #!rb none #!tests compiled and passed in a 2-person comma separated list. Change 3540875 on 2017/07/17 by Ben.Salem Enable SoloSmokes to back up logs after tests run. #!rb none #!tests Ran smoke pass today. Change 3540561 on 2017/07/17 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) #!rb Lina.Halper #!tests none Change 3540529 on 2017/07/17 by Andrew.Grant Disable screenshots #!tests compiled #!rb none Change 3540108 on 2017/07/17 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #!rb David.Hill #!tests none Change 3539847 on 2017/07/17 by Wyeth.Johnson Fixing up redirects in Niagara content plugin folder Change 3539554 on 2017/07/17 by Don.Eubanks Added Deck Descriptions to Deck Selection Screen - Set basic / placeholder descriptions for all 6 starter decks to include Attribute names Added "bAllowRightClickScrolling" to SScrollBox and UScrollBox to control whether or not holding the right mouse button will allow scrolling. - Disabled for Deck Selector scroll box. #!rb none #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 #!review-3539555 matt.schembari dan.hertzka philip.buuck #!fyi dan.hertzka - Hope I'm not out of line adding this feature to SScrollBox, didn't see any other way to disable it (MouseWheel already a similar feature driven by an enum) Change 3539506 on 2017/07/16 by Andrew.Grant REsolved files from Main after Dev-UI merge #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_Balance/OrionGame/Content/Blueprints/AbilityRangedMacros.uasset -------------------------------------- Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3539483 on 2017/07/16 by Don.Eubanks Backing out changelist 3539458 per andrew.grant's request as it can cause a crash on project generation. #!rb none #!tests Compile DebugGame Editor Win64 Change 3539458 on 2017/07/16 by Andrew.Grant Combined rules for Orion targets into common base class to remove some inconsitencies and provide easier editing #!tests BuildCookTest locally, preflighted with tests #!rb none #!review-3539459 @daniel.lamb, @david.ratti Change 3539386 on 2017/07/16 by Andrew.Grant Disabled screenshots on 'None' test #!tests #!rb none Change 3539383 on 2017/07/16 by Andrew.Grant Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-IWYU (//Orion/Dev-IWYU) Change 3539374 on 2017/07/16 by Andrew.Grant Gauntlet - Added timeout to PS4DevkitUtil commands #!tests ran test locally #!rb none Change 3539174 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3539156 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3539146 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3539142 on 2017/07/15 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3539129 on 2017/07/15 by Andrew.Grant Added an ensure on render-target size to catch bad data earlier #!tests ran with some bad data :) #!rb none Change 3539094 on 2017/07/15 by Andrew.Grant Fixed log location not being written out to report #!tests none #!rb none Change 3539009 on 2017/07/15 by Andrew.Grant Moved perf extraction into the SoakTest node Now generate perf values for ShortSoloGame #!tests ran locally #!rb none Change 3538990 on 2017/07/14 by Andrew.Grant Made gif's work for editor-based tests #!tests ran locally #!rb none Change 3538968 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538967 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538966 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538965 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538964 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538962 on 2017/07/14 by Andrew.Grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay #!review-3538963 @david.ratti #!rb none Change 3538954 on 2017/07/14 by Andrew.Grant Screenshot support for gauntlet: - Test nodes and/or controllers can specify a periodic interval for screenshots to be taken. - Screenshots are converted to jpeg and archived with other artifacts - Screenshots are turned into gif's and linked in the report #!tests lots of running of tests #!rb none Change 3538714 on 2017/07/14 by Shaun.Kime Adding in a root transform adjustment for the emitter so that things don't spawn at 0,0,0 anymore. Will make it adjustable in the future. #!rb none #!tests n/a Change 3538710 on 2017/07/14 by Shaun.Kime Moving to the advanced preview scene so that we can have something to collide against and also contrast against for better preview. #!rb none #!tests n/a Change 3538581 on 2017/07/14 by Don.Eubanks Fixing compilation. #!rb none #!tests Compile DebugGame Editor Win64 #!fyi daniel.lamb Change 3538543 on 2017/07/14 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node #!rb Lina.Halper #!tests none Change 3538428 on 2017/07/14 by Daniel.Lamb Added support for timerguard to take in a delegate used to generate the string output which means it doesn't need to be generated unless the timer triggers. #!rb Jason.Bestimt #!test Paragon ps4 Change 3538416 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538415 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538414 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538413 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538412 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538411 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538410 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538408 on 2017/07/14 by Andrew.Grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer Change 3538389 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538388 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538387 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538384 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538383 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538382 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538380 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538379 on 2017/07/14 by Andrew.Grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer Change 3538305 on 2017/07/14 by Shaun.Kime Making if nodes handle enums and a follow-up file from previous commit #!rb none #!tests n/a Change 3538303 on 2017/07/14 by Shaun.Kime Added comment nodes #!rb none #!tests added to working script saved and reloaded Change 3538084 on 2017/07/14 by Frank.Fella Niagara - Change the available parameter list for functions so that it only shows parameters written before the current module, add initial versions of parameters written in the spawn script, and fix the function output lists so that they only show actual outputs. #!tests Verified that the available parameters for inputs is correct, and verified that the output lists are correct. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3538007 on 2017/07/14 by Shaun.Kime Adding basic enum support. By default we have an enum ENiagaraExecutionState that can be used by both systems and emitters to track their status. Removed the Start/End/NumLoop data from Emitters. A future changelist will introduce scripts that manage the execution state mentioned above. #!rb None #!test n/a Change 3537732 on 2017/07/14 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. #!rb David.Hill #!tests none Change 3537395 on 2017/07/14 by Simon.Tovey Slightly improved error reporting for data interfaces that can't (yet). Error reporting in general needs a lot of work. Soon. #!rb none #!tests We now don't just ensure() when using interfaces with not GPU implementation, an error is reported to the log. ? Interfaces with instance data now work. ? Emitter editor now has proper system setup so their scripts work correctly. ? Modified pin creation for emitter nodes. ? System instances respecting their bError flag again. ? Removed some log spam from compiling function/module/dynamic input scripts. #!rb none #!tests Interfaces needing instance data now work #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3537288 on 2017/07/14 by Frank.Fella Niagara - Parameter wrangling Part 1 + Modules for setting specific parameters can be reassigned to set other parameters. + You can now add a new parameter of any type to the current namespace in each stack. + The "Read from new parameter" options when assigning an input will be correct based on the current namespace and asset editor type. + You can now assign any written parameter in the stack to an input. This will be filtered based on the current context in the future. + Set parameter modules are now added with their input pinned and collapsed. #!Tests adding and re-assigning set parameter nodes works correctly and read from new parameter options have the correct context. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3537247 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537246 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537245 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537244 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537243 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537242 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537241 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537240 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537239 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537238 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537232 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537231 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537227 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537226 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537225 on 2017/07/13 by Andrew.Grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none Change 3537170 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537169 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537166 on 2017/07/13 by Andrew.Grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png #!review-3537167 @luke.thatcher #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader Change 3537121 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537120 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537119 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537117 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537116 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... #!ROBOMERGE-BOT: ORION (Dev-UI -> Main) Change 3537114 on 2017/07/13 by Andrew.Grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. #!review-3537115 @matt.schembari, @matt.kuhlenschmidt, @nick.darnell #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE: Main Change 3536905 on 2017/07/13 by Andrew.Grant Safety ensure as someone hit a crash here #!tests #!rb none #!jira OR-41029 Change 3536904 on 2017/07/13 by Andrew.Grant Don't ask PhysX to clean invalid meshes #!tests cooked #!rb none Change 3535790 on 2017/07/13 by Andrew.Grant Back out changelist 3534956 #!tests #!rb none Change 3535541 on 2017/07/13 by Frank.Fella Sequencer - Implement SupportsSequence in the audio, event, and matarial parameter collection tracks. This change is being made to prevent them from showing up in the niagara sequencer UI. #!tests Tracks don't show up in niagara and still do in the level sequence and widget animation. #!rb Max.Chen Change 3535092 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3535083 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3535080 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3535074 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3535068 on 2017/07/13 by Andrew.Grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3534956 on 2017/07/12 by Andrew.Grant Made ensures non-errors for commandets Ben - let me know what you think of this. Probably worthy of discussion, but at least this checkin will get the overnight builds a bad tag that some muppet checked in :) #!review-3534957 @Ben.Marsh #!tests compiled #!rb none Change 3534933 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3534918 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534892 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance #!tests #!rb none Change 3534817 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-General #!tests #!rb none Change 3534728 on 2017/07/12 by Andrew.Grant Copying //Orion/Dev-UI @ 3534719 to Main #!tests #!rb none Change 3534652 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534651 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534649 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534640 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534639 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534637 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534629 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534628 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534626 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534511 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534430 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI Change 3534341 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3534318 on 2017/07/12 by Ori.Cohen Fix external force on immediate mode not accounting for body mass #!rb none #!tests none Change 3534240 on 2017/07/12 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space #!rb Lina.Halper #!tests none Change 3534062 on 2017/07/12 by Frank.Fella Niagara - Stack system support. + System spawn and update are now available in the stack when in the system editor. + Rmoved some potentially unsafe stack utility methods which could make the graph unusable and replaced them with safe ones. + Removed some checks from the emitter node compile and replaced them with compiler errors. #!tests System stacks show up in the system editor and you can add and remove modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3534058 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3534057 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3534055 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3534054 on 2017/07/12 by Andrew.Grant Added boot script for Capture team #!tests ran test locally #!rb none Change 3533959 on 2017/07/12 by Daniel.Lamb Added support for timeguard to have an fname associated with it. Greatly increasing the usefulness. The string operations will not be performed unless the timer is triggered and the fname is set. #!rb Jason.Bestimt #!test Paragon ps4 Change 3533921 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533920 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533919 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3533910 on 2017/07/12 by Andrew.Grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none Change 3533862 on 2017/07/12 by Frank.Fella Niagara - System ui timeline improvements + Move adding of emitters to the sequencer "Add" button. + Allow drag/drop to sequencer from the content browser to add emitters. + Add folder support for emitters which can be added through the sequencer UI. Note: The event, audio, and material parameter collection tracks don't work, I'm waiting on a review from the sequencer team on some code that removes them. #!tests Verified that adding through the timeline button works, verified that drag and drop of an emitter onto the timeline works, verified folders work correctly and serialize. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3533828 on 2017/07/12 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. #!rb Lina.Halper #!tests none Change 3533602 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533600 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533599 on 2017/07/12 by David.Ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile Change 3533400 on 2017/07/12 by Jeff.Williams Initial branch of files from Release-41.4 (//Orion/Release-41.4) to Release-41.5 (//Orion/Release-41.5) Change 3532987 on 2017/07/12 by Matt.Kuhlenschmidt Added ability to save render targets as PNG from blueprints #!fyi jordan.walker #!rb none #!tests none Coped from Dev-Editor Change 3532785 on 2017/07/12 by Simon.Tovey Fixed bug in the mark dirty loop. #!rb none #!tests fixed bug. Change 3532594 on 2017/07/11 by Jeff.Williams Merging //Orion/Main to Release-41.4 (//Orion/Release-41.4) @3532443 #!test none #!rb none Change 3532057 on 2017/07/11 by Daniel.Lamb Separated out the UI game viewport tick and paint time to help track down issues with UI. #!rb Trivial #!test Paragon ps4 #!codereview Jason.Bestimt Change 3531769 on 2017/07/11 by Simon.Tovey ? Fixing data interface compilation for emitter scripts. #!rb Shaun.Kime #!tests Curves work in emitter scripts. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3531543 on 2017/07/11 by Shaun.Kime Added System update results to spreadsheet view. Fixed up basic EmitterLifeTime effect to work by default. Fixed bug where emitters weren't adding the history of their internal variables to the parameter maps for SystemSpawn & Update, causing default values to not be generated. #!rb none #!tests updated HypnotizerEffect. Change 3531521 on 2017/07/11 by Jeff.Williams Initial branch of files from Release-41.3 (//Orion/Release-41.3) to Release-41.4 (//Orion/Release-41.4) Change 3530192 on 2017/07/10 by Ben.Salem Switch map pipeline node to use an interstitial node to let us know when the node has finished, pass or fail. Also switch report to print test notes for maps where there are notes but no explicit fails. #!rb none #!tests recompiled, xml linted. Change 3530157 on 2017/07/10 by Frank.Fella Niagara - Fix systems getting marked dirty on load and removed some unnecessary compiles. We might need some error finding and fixup for system scripts in invalid states, but in the short term these issues can be fixed automatically by adding an additional emitter. #!tests Loaded a system and verified it wasn't marked dirty, also verified that the system was only getting compiled once when loading and when deleting an emitter. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3529459 on 2017/07/10 by Daniel.Lamb If running nomcp from launch build helper also add in notimeouts. Fixes issue with loading monolith02 nomcp. #!rb Trivial #!test Load monolith02 devui Change 3528568 on 2017/07/10 by Frank.Fella Niagara - Fix shutdown crash, system editor crash, and system editor selection inconsistencies. + Give sequencer emitter tracks real names so that sequencer can maintain selection with them correctly. + Make the stack entries pointers to the system and emitter view models weak to avoid holding onto them until garbage collection. + Make sure to always call the structure changed delegate in the stack view model whenever initialize is called so that the tree is always updated. + Track emitter handle selection by id instead of the actual view model pointer to make managing selection easier when view models are changing. + Don't make the stack tree collapsed when it's emitter becomes invalid because it prevents it from ticking and removing controls pointing to invalid data. #!Tests verified no crash on shutdown or working with emitters in the system view. Also verified selection stayed consistent between sequencer and the stack view. #!rb none. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3527429 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527428 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527427 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527426 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527425 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527423 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527421 on 2017/07/07 by Andrew.Grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none Change 3527366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527365 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527362 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527361 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527360 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527359 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527357 on 2017/07/07 by Andrew.Grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none Change 3527346 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527345 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527344 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527343 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527342 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527309 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527308 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3527306 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3527305 on 2017/07/07 by Andrew.Grant Fix for manifest issue while packing from DanL #!tests #!rb na Change 3527233 on 2017/07/07 by Alexis.Matte Fix the packing of the texture in the HLOD #!rb Uriel.Doyon #!codereview Jurre.deBaare #!jira OR-40538 #!tests none Change 3527085 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527084 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527081 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527080 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527077 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527075 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527072 on 2017/07/07 by Andrew.Grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none Change 3526806 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526805 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526804 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526803 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526802 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526799 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526795 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526794 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526791 on 2017/07/07 by Andrew.Grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none Change 3526771 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526770 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526769 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526768 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526767 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526733 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3526730 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526730 on 2017/07/07 by Andrew.Grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na Change 3526719 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526717 on 2017/07/07 by Andrew.Grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none Change 3526675 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526674 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526673 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526672 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526671 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526670 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526669 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526668 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526667 on 2017/07/07 by Andrew.Grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none Change 3526376 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526375 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526374 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526372 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526368 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526367 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526364 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526292 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526291 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526288 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526286 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526122 on 2017/07/07 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3526073 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526072 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526071 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526070 on 2017/07/07 by Andrew.Grant Fix for hlod rebuild crash from Alexis #!tests #!rb none Change 3526069 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526068 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526067 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526065 on 2017/07/07 by Andrew.Grant Fix for remaster flag not being passed through bumped version numbers for Sony #!review-3526066 @benjamin.crocker #!tests #!rb none Change 3526057 on 2017/07/07 by Simon.Tovey Modified system script excution flow to allow emitters to run even with an invlaid system script. #!rb none #!tests Bug repro system now works. Niagara - Missed in last checkin #!tests none #!rb none Change 3525804 on 2017/07/07 by Frank.Fella Niagara - Various stack changes + Move the emitter editor data management to the emitter view model. + Change the assignment node so that it's input parameter is named for the value it's setting and it's header says which namespace it's in. + Clean up the Initialization of stack entries and make the API more consistent. + When adding a module or dynamic input which uses a data interface copy the data interface specified in the source script if it's available, or create a new one. + Make the revert button for data interface inputs work consistently (still needs some more work) + Changed input parameter handle assignment so that it always generates a parameter map get in the graph instead of generating an input node for engine parameters and particle attributes. + When reading an input of a dynamic-input script into a new emitter or particle parameter generate a unique name based on the module input name and the dynamic-input input name. #!tests Verified the stack still works correctly with the above changes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525623 on 2017/07/06 by Frank.Fella Niagara - Make the Equals and CopyTo methods on UNiagaraDataInterface const. #!tests Compiles #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525508 on 2017/07/06 by Daniel.Lamb Added support for monolith nomcp to the build launcher settings. #!rb Trivial #!test Automation tool Change 3525504 on 2017/07/06 by Shaun.Kime Forcing recompile on load, otherwise several of my effect scripts crash on startup. #!rb none #!tests n/a Change 3525499 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3525498 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3525496 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3525495 on 2017/07/06 by Andrew.Grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none Change 3525149 on 2017/07/06 by Shaun.Kime Cleaning out delegates on shutdown #!rb none #!tests n/a Change 3525148 on 2017/07/06 by Shaun.Kime Fixing crash when dealing with missing source, which probably shouldn't happen, but does with CrowdTorture #!rb none #!tests open crowdtorture Change 3525100 on 2017/07/06 by Dan.Hertzka Relaxing the null ensure when setting a texture param (the type check ensure remains) #!fyi Andrew.Grant #!rb none #!tests none Change 3525025 on 2017/07/06 by Shaun.Kime Tweaking timing to try and ensure that the capture button always generates a good result. #!rb none #!tests n/a Change 3524970 on 2017/07/06 by Shaun.Kime Adding a spreadsheet view for investigating the values of individual particles in an emitter in the effect view. Added a few helper debug modules. #!rb none #!tests opened several systems and captured results. Change 3524890 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524889 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524888 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524887 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524886 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524821 on 2017/07/06 by Dan.Hertzka Fix crash when trying to set a null texture value on a MID - Ensure message dereferenced a possibly null texture #!review-3524822 @Andrew.Grant #!rb none #!tests Compile Change 3524799 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524797 on 2017/07/06 by Andrew.Grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none #!review-3524798 @daniel.lamb Change 3524663 on 2017/07/06 by Andrew.Grant Fix for OR-40419 #!jira OR-40419 #!tests compiled #!rb none Change 3524581 on 2017/07/06 by Andrew.Grant Turned check into an ensure as part of investigation into OR-40454 - no idea how this is happening at the moment, hopefully some mismatched data that the merge yesterday may have corrected.... #!jira OR-40454 #!tests compiled #!rb none Change 3524508 on 2017/07/06 by Ben.Salem Colorize skill test reports to differentiate error lines. Also, save a backup html version of the test report. #!rb none #!tests Ran report against previously run tests. Change 3524423 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524422 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524419 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524418 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524417 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524414 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524393 on 2017/07/06 by Andrew.Grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none Change 3524260 on 2017/07/06 by Simon.Tovey Fixed bug in solo mode execution. Allocating more space in data set mid frame requires some fixup with existing data I'd not considered as we don't do that in any other simulation. #!rb none #!tests Solo mode now working. Change 3524144 on 2017/07/06 by Simon.Tovey Broke system simulation code out into it's own files. #!rb none #!tests none Change 3524033 on 2017/07/06 by Simon.Tovey System/Emitter scripts work -- Done -- ? Simulation framework for system/emitter level scripts. ? Moved most ticking for systems into a "SystemSimulation" which it ticked at the end of all component ticking meaning all system simulation can be batched nicely without worrying about dependancies on other components. NiagaraComponents no longer tick in this mode. In future some systems will not need a component at all. ? For (future) cases where the results of the simulation are a dependancy for another component (and a few other use cases) there is a "solo" mode which will run the system script in isolation as part of the component tick. ? All scripts now refer to emitters by their actual name via the alaising feature in the translator. ? Optimized the direct setting of parameters in system sims and particle sims. -- WIP -- ? Lifetime of systems and is very much WIP atm. ? Lots of data interfaces stuff at system level is still WIP. ? Parameter flow from components down needs work. ? Need to bind parameter collections to system/emitter scripts ? Splitting the batched/solo mode scripts so one has instance parameters in a dataset and another from a parameter store. Could use one and transfer to a dataset for solo mode too but seems wasteful. If we could find a better replacement for solo mode entirely this would go away. Needs discussion. ? Resetting/ReInit flow is still abit up in the air. ? Move all DesiredAge seeking etc into the component. Still needs some work but largely functional. -- TODO -- ? Events at System/emitter level ? Quite a bit of mess in the system simulation WRT moving data from a dataset and parameter stores. Need to rework how and where the layout data is generated and stored. ? Put a hack in to avoid the alignment issues we have in the parameter store. A future CL will address this properly. -- Misc -- ? Fixed issue with bool attributes being auto converted to ints in the hlsl/bytecode. ? Minor improvement to debug dumps. Limiting to only the instances relevant ot the current step. #!rb Shaun.Kime #!tests Test emitters working. Older systems and emitters seem to be working still. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3523831 on 2017/07/06 by Jeff.Williams Merging //Orion/Main to Release-41.3 (//Orion/Release-41.3) @3523788 #!tests na #!rb na Change 3523811 on 2017/07/06 by Jeff.Williams Populate -S //Orion/Release-41.3 -r. Change 3523523 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523522 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523521 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523520 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523519 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523464 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523463 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523462 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523461 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523460 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523441 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523440 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3523439 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3523438 on 2017/07/05 by Andrew.Grant Better handling of missing devices and other errors #!tests ran locally #!rb none Change 3523400 on 2017/07/05 by Olaf.Piesche Events; alll-particle is functional, but still in need of more cleanup. Moving on to collisions and single-particle. #!rb none #!tests testassets Change 3523330 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523268 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523267 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523266 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523265 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523264 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523189 on 2017/07/05 by Andrew.Grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none Change 3523111 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523110 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523109 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523107 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522724 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522719 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522716 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522312 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522311 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522309 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522144 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3522092 on 2017/07/05 by Andrew.Grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none Change 3521908 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... via CL 3521907 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3521907 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3521905 on 2017/07/05 by Andrew.Grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches #!review-3521906 @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none Change 3521407 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3520246 on 2017/07/03 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3520245 on 2017/07/03 by Jeff.Williams Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE: !41.2 Change 3519106 on 2017/07/01 by Max.Chen Sequencer: Fix crash trying to load an invalid sequence asset. #!rb none #!tests Click open level sequence button on an actor that references a level sequence asset that no longer exists. Change 3518548 on 2017/06/30 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests na #!rb na Change 3518366 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3518365 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3518364 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3518363 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3518362 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3518330 on 2017/06/30 by John.Nielson Added effect context as part of the info we give back for the WaitGameplayEffectRemoved task. #!RB: none #!review-3518331: @David.Ratti #!Test: Pie Change 3518260 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3518253 on 2017/06/30 by Shaun.Kime Fix compiler warning #!rb none #!tests n/a Change 3518059 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3518058 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3518056 on 2017/06/30 by Jeff.Williams Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE: !41.1 Change 3518043 on 2017/06/30 by Shaun.Kime Missing file checkin #!rb none #!tests n/a Change 3518042 on 2017/06/30 by Shaun.Kime Now have the ability to name outgoing events so that we can re-use the struct type for multiple outbound events from the same emitter. Added customization for selecting the event source and event destination. Revert to defaults currently disabled due to bugs with StructureDetailsView. #!rb none #!tests n/a Change 3517667 on 2017/06/30 by Shaun.Kime Commenting out emitter auto-updating for now until we rewrite it. #!rb none #!tests n/a Change 3517617 on 2017/06/30 by Jon.Lietz - making it so event evaluators do not cuase the player to go into combat or break shadow plane - adding in support for the item Effect Keyword to define if it should pu the user into combat or break shadow plane - cultivate using runtime options again #!rb David.Ratti #!tests Use cards and they no longer break recall Change 3517107 on 2017/06/29 by Daniel.Lamb Fix for replays not showing some effects on medic. #!rb None #!test Paragon replay in editor #!codereview Ryan.Gerleve #!jira OR-40198, OR-40238 Change 3516604 on 2017/06/29 by Cody.Haskell Fix for round timers being broken in Arcade. Recall is now more reliable as well #!rb none #!tests PIE Change 3516394 on 2017/06/29 by Dan.Hertzka New itemization system refactor - Major players (deck, card, gem) are all now UObjects (ItemizationComponent, GameplayCard, and GameplayGem respectively) - The base GameplayItem and SourceItemAbility now do the lion's share of the work of applying abilities & GEs themselves, the keyword data APIs have been heavily pared down for now - Note: This may change quite a bit once GGP stuff comes online, but in the meantime this clarifies/simplifies the itemization system flow - Updated all existing UI to work with GameplayItems, but haven't done any refactoring to leverage the cleaner hookups now available - Moved the server RPCs for itemization actions to the PlayerController - Added ItemizationSystemSettings for constant system configuration properties, for now replaces the GemTree since that's become so wildly simplified ItemEffectKeyword - ItemKeyword renamed to ItemEffectKeyword - Added support for sequential events to trigger effect application - Added removal event option for removing the effect in response to a qualified event McpGemItem info storage updated - Now exported as stratified groups of levels to roll, so they can be imported as such on the item - No more custom parsing is needed within the gem item - Added dev migration to force re-add all starter gems #!rb Jon.Lietz #!tests PIE buy pips, gems, cards, sell cards, fire abilities, etc; Export gem templates + local mcp validation; ItemKeywords table data still valid Change 3516277 on 2017/06/29 by Ben.Salem Add the ability to pass in a mailing list to target for SkillTestReport, and have the pipeline preflight node target its own specific mailing list. #!rb none #!tests recompiled. Change 3515762 on 2017/06/29 by Daniel.Lamb Stop stack overflow if we generate a callstack too large. #!rb Trivial #!test Paragon stats. Change 3515711 on 2017/06/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3515710 on 2017/06/29 by David.Ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile #!fyi Zak.Middleton Change 3514451 on 2017/06/28 by David.Ratti Fix replication issue that was causing abilities granted by GEs to linger/get stuck on clients. #!rb lietz #!tests editor/pie #!fyi Ryan.Gerleve Change 3514267 on 2017/06/28 by Ben.Salem Add support for showing Testnotes in SkillTest Reports as non-failing issues. #!rb none #!tests Compiled and reran. Change 3513984 on 2017/06/28 by Zak.Middleton #!ue4-orion - Fix for possible memory stomp when player is unpossessed during a forced position update on the server. Mirrors CL 3512456 from BobT in Fortnite. #!rb Bob.Tellez #!fyi Andrew.Grant, David.Ratti #!tests PIE MP Change 3513856 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 via CL 3513848 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41) Change 3513848 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.1) #!ROBOMERGE[ORION]: 41 Change 3513844 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Release-41.2) #!ROBOMERGE[ORION]: 41.1 41 Change 3513818 on 2017/06/28 by Jason.Bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards #!CodeReview: nick.darnell, benjamin.crocker #!ROBOMERGE: 41.2, 41.1, 41 Change 3513584 on 2017/06/28 by Jon.Lietz OR-40158, bumping the bit shift up by one to support level 20 abilities for the new card/gem system #!rb none #!tests no longer get server ensures for cards over level 20 Change 3513300 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513299 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513298 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513265 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513264 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513263 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513218 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513217 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513216 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513198 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513197 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513196 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513193 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513192 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513191 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513163 on 2017/06/28 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3513159 on 2017/06/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3513075 on 2017/06/28 by Jeff.Williams Initial branch of files from Release-41.1 (//Orion/Release-41.1) to Release-41.2 (//Orion/Release-41.2) Change 3512633 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3512632 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3512631 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3512630 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3512629 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3512546 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512545 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512543 on 2017/06/27 by Andrew.Grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none Change 3512315 on 2017/06/27 by Ben.Salem Add report mail to FXPerf test. #!rb brad.angelcyk #!tests Ran several FXPerf runs. Change 3512306 on 2017/06/27 by Shaun.Kime Fixing missing undef #!rb none #!tests n/a Change 3512296 on 2017/06/27 by Shaun.Kime Each stack entry now has its own reference to the system view model as well as the emitter view model. #!rb none #!tests ran through normal operations Change 3512153 on 2017/06/27 by John.Nielson Seperated WaitGameplayEffectRemoved and WaitGameplayEffectRemoved_Info, the latter returning information about the removal. Also cleaned up and fixed implementation according to Ratti's feedback. #!RB: none #!review-3512154: @David.Ratti #!Test: Pie Change 3512092 on 2017/06/27 by David.Ratti Fix ensure that will fire from a dot expiring while someone is listening for damage event keyword #!rb none #!tests pie Change 3512076 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512075 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512074 on 2017/06/27 by Andrew.Grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none Change 3512044 on 2017/06/27 by David.Ratti Editegrate BenZ's fix (CL 3510178 ) for mono crash with literal struct types with editor only data #!rb none #!tests cooked build with WaitDamageDealt with no variable wired in Change 3511926 on 2017/06/27 by Frank.Fella Niagara - Missed in last checkin. #!tests none. #!rb none. Change 3511910 on 2017/06/27 by Frank.Fella Niagara - Emitter stack in the system view, and other changes. + There is now a tab for the emitter stack in the system view and this will change based on the selected emitter in the timeline. + Deleting the emitter section from the timline no longer crashes. + Auto-compile now works in both the emitter and system editors, and is an editor setting. + Moved the generation of the root stack entries into a root entry so that structure changes and future filtering can use the same code path. + Renamed UNiagaraStackItem::FOnModifiedStackStructure to UNiagaraStackItem::FOnModifiedGroupItems to avoid confusion with UNiagaraStackEntry::FOnStructureChanged. #!tests The system shows the stack view, and it updates based on the sequencer seleciton. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3511831 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511830 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511827 on 2017/06/27 by Daniel.Lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant Change 3511452 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511451 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511449 on 2017/06/27 by Andrew.Grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none Change 3511402 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511400 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511398 on 2017/06/27 by Andrew.Grant Changed warning to info in test logging #!tests compiled #!rb none Change 3510907 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3510906 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3510902 on 2017/06/26 by Andrew.Grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none Change 3510368 on 2017/06/26 by Shaun.Kime Making the "Initial" namespace. Spawn scripts will automatically fill this in if requested anywhere in the child scripts. #!rb none #!tests modified Sparks uasset Change 3510362 on 2017/06/26 by John.Nielson Added parameters for gameplay effect removal so that user has access to premature Removal and StackCount when needed. #!RB: none #!review-3510363: @David.Ratti #!Test: pie Change 3509787 on 2017/06/26 by Wyeth.Johnson Edge Preservation Change 3509754 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3509753 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3509752 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3509751 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3509750 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3509590 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3509589 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3509588 on 2017/06/26 by David.Ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor Change 3509455 on 2017/06/26 by Zak.Middleton #!ue4-orion - Fix overlap test stopping on first sub shape. Only the first shape was being considered when looping multiple shapes, for queries like ComponentOverlapComponent, which could affect the cached overlaps optimization in primitive movement code. Fixes regression from CL 3369875. #!rb Ori.Cohen, David.Ratti #!codereview David.Ratti #!tests MP PIE, Gideon's ult, overlaps against cylinder (with 4 sub shapes) #!jira OR-39780 Change 3509449 on 2017/06/26 by Frank.Fella Sequencer - Expose selection of tracks and sections for external use. #!tests Verified selection code works as expected with code in a future change. #!rb Max.Chen,Andrew.Rodham Change 3509406 on 2017/06/26 by Shaun.Kime Rework to the emitter graph to better support events. Undo/Redo works. Added a new NiagaraStackStruct value that embeds a struct details panel. #!rb none #!tests add/remove several events from Sparks script Change 3508540 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508539 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508538 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508537 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508536 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508535 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508534 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508533 on 2017/06/24 by Andrew.Grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none Change 3508482 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508481 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508480 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508479 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508478 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508477 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508476 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508475 on 2017/06/23 by Andrew.Grant BuildCookTest cleanup #!tests #!rb none Change 3508463 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508462 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508461 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508460 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508459 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508254 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508253 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508252 on 2017/06/23 by Andrew.Grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none Change 3508191 on 2017/06/23 by Olaf.Piesche fix missing space in hlsl gen for data set structs #!rb none #!tests compiled emitters Change 3508029 on 2017/06/23 by Olaf.Piesche More mesh emitter work; event fundamentals for GPU sim #!rb none #!tests example emitters Change 3507684 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507683 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507682 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507681 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507680 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507172 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507168 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507167 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507164 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507163 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507084 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3507083 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3507082 on 2017/06/23 by Andrew.Grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none Change 3506907 on 2017/06/23 by Zak.Middleton #!ue4-odin - Merge CL 3492200 from Dev-Framework (which also went to 4.16.2). Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Addresses long stall in texture streaming in UpdateResourceStreaming() fixed a different way in CL 3488249. Fixes other possible regressions from CL 3359561 that removed the Reset(...) entirely. #!rb Marc.Audy #!codereview Andrew.Grant #!tests PIE vs AI with minions Change 3506675 on 2017/06/23 by David.Ratti Adding additional, temporary logging for OR-39780 #!rb none #!tests editor Change 3506206 on 2017/06/22 by Frank.Fella Niagara - Stack styling tweaks, and fixes for layout changing when modifying values. #!tests Modifying values no longer makes the stack scrolling jump #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3505960 on 2017/06/22 by Zak.Middleton #!ue4-orion - Added StaticMesh CollisionComplexity to the AssetRegistry. It now appears as a column in the Content Browser and Asset Audit tool, as well as tooltips for the items in the CB. #!rb Ori.Cohen, Ben.Zeigler #!tests tested content browser and related tools above in Monolith2. Change 3505494 on 2017/06/22 by Zak.Middleton #!ue4-orion - Improved asset name gathering for 'Collision.ListObjectsWithCollisionComplexity' command from CL 3503816. #!rb none #!tests used command in various levels Change 3505382 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3505381 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3505379 on 2017/06/22 by Andrew.Grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none Change 3505235 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505234 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505233 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505231 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505123 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505122 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505121 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505120 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505119 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505113 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505112 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505111 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505110 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505109 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505106 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505103 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505102 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505099 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505098 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504913 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504911 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504908 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504907 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504906 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504887 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504886 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504885 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504884 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504883 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504837 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504836 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504835 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504834 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504833 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504547 on 2017/06/22 by Shaun.Kime Moving the building of error information into the base class. This will simplify the logic in the future. #!rb none #!tests Made errors and tested that new system works appropriately Change 3504493 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3504491 on 2017/06/22 by Andrew.Grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 #!QAReview please check OR-38012 is fixed in 41.1 #!tests none #!rb none #!review-3504492 @David.Ratti Change 3504129 on 2017/06/21 by Shaun.Kime Now only showing the subset of compiler error messages that are associated with that section. i.e. only showing spawn errors in the spawn section of the stack. #!rb none #!tests made errors and made sure the errors showed up in the right sections Change 3504071 on 2017/06/21 by Shaun.Kime Adding simple wrapper for the event handlers inline. Had to "cheat" and wrap the FNiagaraEventScriptProperties in an owning UObject and use PostInit/PostEdit/PreEdit to keep them synchronized since the originating object is a struct and not an object. Waiting on the emitter to be in a system to have a better UI than seting the GUID manually. #!rb none #!tests made edits in stack and watched the details update appropriately. #!ue4-orion - Added asset path to 'Collision.ListObjectsWithCollisionComplexity' command, and changed sort key to asset path. Will speed up tomorrow (slow for tens of thousands of entries right now). #!rb none #!tests used console command on map Change 3503717 on 2017/06/21 by Zak.Middleton #!ue4-orion - Improved logging for collision auditing. Removed a bunch of redundant string building to speed it up (use a map to cache values instead). #!rb Nick.Atamas #!tests ran console command in OrionEntry and Monolith2 Change 3503650 on 2017/06/21 by Andrew.Grant OUI - Fix for movable skylight shader missing on simple forward (low lighting quality mode) from Roland #!rb Marcus.Wassmer, Daniel.Wright #!tests none Change 3503597 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503595 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503594 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503593 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503591 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503588 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503587 on 2017/06/21 by Mieszko.Zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant Change 3503584 on 2017/06/21 by Mieszko.Zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503583 on 2017/06/21 by Mieszko.Zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503391 on 2017/06/21 by Shaun.Kime If calling a function with numeric parameters, we would get an error if two or more differed in terms of the numeric types that were resolved to. #!rb none #!tests recompiled several examples, added multiple random range using assets. Change 3503341 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503340 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503339 on 2017/06/21 by David.Ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 Change 3503156 on 2017/06/21 by Frank.Fella Niagara - Stack - Adjust margins of function inputs so that their labels indent more consistently and their values all line up correctly. #!tests checked alignment visually #!rb none Change 3503095 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503094 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503090 on 2017/06/21 by Andrew.Grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. #!review-3502889 @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none Change 3502972 on 2017/06/21 by Olaf.Piesche Missing file, some test assets #!rb none #!tests none Change 3502969 on 2017/06/21 by Frank.Fella Niagara - Missed in last check-in. #!tests none #!rb none Change 3502965 on 2017/06/21 by Zak.Middleton #!ue4-orion - Increase search radius for MostOpposingNormal. Fixes case where character movement cannot walk up steps of certain ramps. (Mirror CL 3490592 from Dev-Anim-Phys by Ori.Cohen). Bringing over now that Dev-Anim-Phys has passed promotion with the change. #!rb Ori.Cohen #!codereview Andrew.Grant #!tests Ran around Monolith and Monolith2 as Kallari, up and down various steps/ramps (as per UE-45935). #!jira OR-39611 (Update: added OR jira) Change 3502931 on 2017/06/21 by Frank.Fella Niagara - Stack updates + Refactor the way children are updated in the stack tree to make the api more consistent and easier to use. + Add expanders to renderer items and have them collapsed by default. + Add in a temporary expandable item to show the emitter properties in the emitter spawn script area. + Start with the graph and the properties panels hidden by default. + Move the stats to the stack. #!tests Verified the emitter properties are in the stack, verified that renderers are collapseable, and verified other parts of the stack update correctly with the update children refactor. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3502660 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3502659 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3502658 on 2017/06/21 by Daniel.Lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant Change 3502261 on 2017/06/20 by Jeff.Williams Merging //Orion/Main to Release-41.1 (//Orion/Release-41.1) #!rb none #!tests none Change 3502246 on 2017/06/20 by Jeff.Williams Populate -S //Orion/Release-41.1 -r. Change 3501911 on 2017/06/20 by Olaf.Piesche -mesh rendering -making GPU rand more random -test assets -couple of bug fixes #!rb none #!tests test assets, GPU and CPU sim, sprite and mesh rendering Change 3501633 on 2017/06/20 by Zak.Middleton #!ue4-orion - Add "Collision.ListObjectsWithCollisionComplexity <Complexity>" command. Complexity is one of: Default, SimpleAndComplex, UseSimpleAsComplex, UseComplexAsSimple. When listing 'Default', only those with settings explicitly set to 'Default' are listed. When listing anything other than 'Default', those matching either the requested complexity or default (if that is the same complexity) are listed. #!tests load monolith2 (and small maps), type console command #!rb none Change 3501297 on 2017/06/20 by Shaun.Kime Adding support for pre-change notification #!rb matt.kuhlenschmidt #!tests n/a Change 3501294 on 2017/06/20 by Shaun.Kime First round of supporting parameter store in UNiagaraComponent details panels. If the value is in the data store, it should be reflected in the UI. We keep track of which values are overwritten so that we can show the user. Multiple selection is not supported, nor are data interfaces. Tweaking values in the system graph panel doesn't carry over because those values aren't getting pushed to the scripts. #!rb none #!tests n/a Change 3500984 on 2017/06/20 by Alexis.Matte Fix crash when merging actor with one different material slot per LOD, this is a temporary fix since there is a refactor done in 4.17 that will replace this part of the code. #!jira UE-46166 #!rb jurre.debaare #!tests none Change 3500472 on 2017/06/20 by Frank.Fella Sequencer - Don't create a transaction when setting the fixed frame interval in initialize since it's not a user initiated change and because it can be called from undo which makes it impossible to actually undo. #!tests Verified that a non-undoable transaction isn't added on initialize anymore. #!rb Max.Chen Change 3499930 on 2017/06/19 by Andrew.Grant Merging clean-resolve files using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3499446 on 2017/06/19 by Andrew.Grant Non-unity compilation fixes #!tests compiled non-unity #!rb none Change 3499212 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3499211 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3499210 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3499209 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3499208 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3499207 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3499205 on 2017/06/19 by Andrew.Grant Locked network version to 3493863 #!ROBOMERGE: !Main #!rb #!tests na Change 3498856 on 2017/06/19 by Andrew.Grant Fix missing include #!tests compiling PS4 dev #!rb none Change 3498843 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3498842 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3498841 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3498840 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3498839 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3498780 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3498715 on 2017/06/19 by Laurent.Delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. #!codereview martin.wilson #!rb none #!test Coil Wing Additive Animation Change 3498668 on 2017/06/19 by Andrew.Grant Added additional info to warning Fixed BP warning in Justice_Drain #!test warning no longer occurs #!rb none Change 3498601 on 2017/06/19 by Andrew.Grant Better logging of errors #!tests compiled and verified offending asset is shone #!rb none Change 3498544 on 2017/06/19 by Andrew.Grant Added helper to check if the underlying asset exists #!tests ran in code with check() against package utils method #!rb none Change 3498319 on 2017/06/19 by Frank.Fella Niagara - Actually remove nodes from the graph when deleting modules from the stack, and also fix undo for delete, move up, and move down. #!tests Deleted modules and verified they were removed from the graph, also tested undo for delete, move up, and move down. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3498236 on 2017/06/19 by Andrew.Grant Bulk Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3498224 on 2017/06/19 by Shaun.Kime Making header public #!rb none #!test n/a Change 3496705 on 2017/06/16 by Shaun.Kime Removing files that accidentally made it in prior checkin. Adding missing file #!rb none #!tests n/a Change 3496702 on 2017/06/16 by Shaun.Kime Split settings into Niagara runtime and editor. Added ability to map keyboard chords and a left mouse press to shortcuts for creating nodes in the script editor as requested by Wyeth. Had to do a little reworking of the way we create the popup menu in order to test the types. This can be made better by having a customization that does the popup menu directly and allowing the user to select from there rather than having to know the underlying name directly. These are the currently checked in mappings, which are based on the material editor. Numeric::Add Key=A Numeric::Div Key=D Numeric::Pow Key=E If Key=I Numeric::Mul Key=M Numeric::Normalize Key=N Numeric::OneMinus Key=O float Key=One Vector2D Key=Two Vector Key=Three Vector4 Key=Four LinearColor Key=C #!rb none #!tests n/a Change 3496657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496656 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496655 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496654 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496653 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496645 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496627 on 2017/06/16 by Andrew.Grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none Change 3496550 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496549 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496548 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496547 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496546 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496545 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496543 on 2017/06/16 by Laurent.Delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none #!codereview andrew.grant #!tests compiles Change 3496028 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496027 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496026 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496025 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496024 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496010 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496009 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496008 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496005 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496004 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495920 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495916 on 2017/06/16 by Laurent.Delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. #!codereview lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. Change 3495689 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495668 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3495666 on 2017/06/16 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/DeckBuilder/OrionDeckBuilder_DeckCard.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/PostGame/OrionXPOverview.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/Tooltips/OrionHeroTooltip.cpp -------------------------------------- Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3495663 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3495657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3495651 on 2017/06/16 by Andrew.Grant Bumping script version again #!tests #!rb none Change 3495642 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495282 on 2017/06/16 by Andrew.Grant Merging fixes from 40.5 to Release-41 via Main #!tests #!rb none Change 3495204 on 2017/06/16 by Don.Eubanks Added HandEntryTooltip class and content, displayed when hovering a card in your hand in the Card Shop Right now the content of the tooltip (text etc) is created one time and remains static until you move off/back on the card, this will change in the future so that the content updates as gold counts update. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3495201 on 2017/06/16 by Andrew.Grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na Change 3495145 on 2017/06/16 by Shaun.Kime Missing file #!rb none #!tests n/a Change 3494899 on 2017/06/16 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) Hoping for another iterative build fix! #!rb none #!tests none Change 3494864 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494863 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494862 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494861 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494860 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494859 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494858 on 2017/06/16 by Andrew.Grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none Change 3494844 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494843 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494842 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494841 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494840 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494839 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494826 on 2017/06/16 by Andrew.Grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none Change 3494762 on 2017/06/16 by Andrew.Grant Bulk Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3494229 on 2017/06/16 by Max.Chen Sequencer: Refix Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #!jira UE-45737 #!rb none #!tests none Change 3493863 on 2017/06/15 by Daniel.Lamb Fixed up search path when using Iterative builds for BuildCookTest script. #!rb Andrew.Grant #!lockdown Andrew.Grant #!test Automation tool launch iterative build. Change 3493654 on 2017/06/15 by Daniel.Lamb Wrote some validation code (disabled by default) for the allocator stats. Fixed the return value of the GetAllocatorStats function. #!rb Andrew.Grant #!review @Andrew.Grant #!test Run PS4 in Test config. #!lockdown Andrew.Grant Change 3493621 on 2017/06/15 by Shaun.Kime Now showing toasts when adding attributes for the renderer. Auto-adding any missing items when adding renderer. #!rb none #!codereview frank.fella #!tests Made a blank script and added the sprite renderer in. Change 3493461 on 2017/06/15 by Shaun.Kime Made move up/down and delete notify graph needs recompile. #!rb none #!tests n/a Change 3493393 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493392 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493391 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493390 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493389 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493344 on 2017/06/15 by Shaun.Kime Simple error reporting for when the graph fails to compile. We'll want to do something more fine grained in the long run, but I wanted to get something in quick for now. #!rb none #!tests broke the stack by unplugging a param map pin and saw results. Change 3493264 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493263 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493262 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493261 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493260 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493104 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493101 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493098 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493097 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493094 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493061 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493058 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493057 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493056 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493055 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492962 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492961 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492960 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492957 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492955 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492927 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492911 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492844 on 2017/06/15 by Shaun.Kime Renderers will now complain about missing items, with a button to fix them. Moving many of our modules to the Set XXXX paradigm with dynamic inputs to drive them. Moved curves out into their own cpp/h files as they were getting too complicated to manage otherwise. Added a 2D curve and a 4D curve. #!rb none #!codereview frank.fella #!tests ported standard test cases over Change 3492595 on 2017/06/15 by Andrew.Grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct #!review-3492596 @Daniel.Lamb #!rb none Change 3492577 on 2017/06/15 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) @3490764 #!rb none #!tests compile Change 3492448 on 2017/06/15 by Jason.Bestimt #!ORION_DG - Reverting sharing of movie tracks from NickD as it conflicted with sequencer changes. He'll give us a better fix soon NOTE: Left the optimization in 41/MAIN so we have to time to find a proper fix, but get to keep the memory savings #!RB:none #!Tests:none #!CodeReview: andrew.grant, daniel.lamb, nick.darnell Change 3492437 on 2017/06/15 by Laurent.Delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson #!codereview james.golding, michael.noland #!test batch anim compression and comparative tests Change 3492423 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492422 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492421 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492420 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492419 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492365 on 2017/06/15 by Dan.Hertzka First general improvement pass on new card system - FCardDataRow members are now typed properties and resolved on import - Row is also now responsible for registering the cooldown tags for a given card - the actual McpCardItemDefinition never fusses with cooldown stuff - Properties populated by the data table are transient, but editable. This enables local dev tinkering without needing a whole duplicate data row (also lets us get it out of the card def header) - All cards automatically update their properties whenever the cards data table is reimported - Created FGameplayCurrencyBundle to simplify tracking and transactions for the 4 currencies involved in buying cards - Simplified several other APIs as a result, especially OrionGameplaySet - Moved trait checks into the CardInstance. If/when this becomes information that we need in the frontend, I'll likely establish an enum for the various traits and map those to the respective tag. - Added the ability to add a transient GamplayTag on the fly when in the editor (to enable testing of card properties that diverge from the data table info) - Removed "GemBranch" suffix from gem branch enum entries - Converted pointers to references where possible #!rb Matt.Schembari #!tests Reimported cards table; OrionEntry PIE purchasing, selling, and using cards Change 3492300 on 2017/06/15 by Andrew.Grant Merging from Main using ROBO://Orion/Main->//Orion/Dev-UI #!tests compiled #!rb none Change 3492174 on 2017/06/15 by David.Ratti Reinvoke the WhileActive gameplay cue event on respawn for all active, non inhibited GEs #!review-3492175 Jon.Lietz #!rb none #!tests pie Change 3491859 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491855 on 2017/06/15 by Mieszko.Zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path Change 3491815 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491814 on 2017/06/15 by Andrew.Grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none Change 3491759 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3491745 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3491735 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3491699 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3491609 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491606 on 2017/06/15 by Andrew.Grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none Change 3491047 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491046 on 2017/06/14 by Mieszko.Zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path Change 3490764 on 2017/06/14 by Jeff.Williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile Change 3490704 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490703 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490700 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490699 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490698 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490564 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490563 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490562 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490561 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490560 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490559 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490558 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490557 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490556 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490555 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490419 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3490416 on 2017/06/14 by Andrew.Grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none Change 3490033 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490031 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490028 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490027 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490024 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489823 on 2017/06/14 by Andrew.Grant Fixed for OR-39522 (marked properties as BP ReadWrite) #!jira OR-39522 #!tests ran editor, compiled original BP #!rb none Change 3489813 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489812 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489771 on 2017/06/14 by Laurent.Delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. Change 3489765 on 2017/06/14 by Laurent.Delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. Change 3489512 on 2017/06/14 by Daniel.Lamb Fix for malloc stats. #!rb Andrew.Grant #!test paragon perftest ps4 #!lockdown Andrew.Grant Change 3489472 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489471 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489470 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489469 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489468 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489467 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489466 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489465 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489464 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489463 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489462 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489461 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489458 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489457 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489456 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489455 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489454 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489274 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489273 on 2017/06/14 by Laurent.Delayen More Anim Compression Fixes: - Fixed frame->time error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. #!codereview lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. Change 3488760 on 2017/06/14 by Frank.Fella Niagara - In stack object editing + Add a new stack entry for displaying a details panel inline. + Chage the data interface editing to use the stack object. + Add the ability to add and delete renderers. + Add a details panel inline for renderers. #!tests Edited data interfaces inline, added/removed renderers, edited renderers inline. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3488137 on 2017/06/13 by Andrew.Grant Improved Gauntlet logging about build validity #!tests ran boot test #!rb none Change 3488079 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488078 on 2017/06/13 by Daniel.Lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE: MAIN, 41 Change 3488076 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488073 on 2017/06/13 by Daniel.Lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!ROBOMERGE: MAIN, 41 #!lockdown Andrew.Grant Change 3488044 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3488041 on 2017/06/13 by Andrew.Grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none Change 3487260 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3487259 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3487258 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3487257 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3487256 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3487255 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3487254 on 2017/06/13 by Laurent.Delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression Change 3486889 on 2017/06/13 by Andrew.Grant Last chopper out of Dev-Gen #!tests compiled #!rb none Change 3486744 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3486743 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3486742 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3486739 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3486738 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3486737 on 2017/06/13 by Jason.Bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. #!CodeReview: nick.darnell, daniel.lamb, andrew.grant #!QAReview Change 3486471 on 2017/06/13 by Andrew.Grant Final bulk merge from Dev-Gen for v42 timeframe #!tests #!rb na Change 3486252 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!rb #!tests na Change 3486153 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3485963 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3485949 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3485650 on 2017/06/12 by Olaf.Piesche changing check() to ensure, so DIs that have no GPU implementaiton yet don't crash on compile #!rb none #!tests example emitters Change 3485608 on 2017/06/12 by Frank.Fella Niagara - Data interface editing changes. + Edit data interfaces directly in the stack. (UI Layout isn't great and will be fixed in a future check in.) + For data interface objects which have a default value in the module/dynamin input, the details panel is locked and there is a button to unlock it. Unlocking it makes a copy of the data interface from the script in the local emitter for editing. + All curves are now displayed in the curve editor since the stack doesn't have a way to select them to edit in the stack. This will be fixed later, in the short term the curve editor has buttons to hide/show curves. #!tests Edited curve data interfaces in the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3485578 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) - pickup of late Dev-Gen changes #!rb none #!tests compiled Change 3485569 on 2017/06/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3485568 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3485568 on 2017/06/12 by Andrew.Grant Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE: !40.5 Change 3485432 on 2017/06/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3485368 on 2017/06/12 by Andrew.Grant Changed UEnumProperty::ImportText_Internal to return nullptr if the value cannot be matched to an enum name. This allows higher level code to more appropriately warn or handle the error (as UObject::LoadConfig already does). #!tests verified error is generated and handled #!rb Steve.Robb Change 3485297 on 2017/06/12 by Olaf.Piesche -fix memory stomp and resulting crash with GPU side curl noise DI -add GPU side functionality to the other curve DIs -some more sample assets #!rb none #!tests example emitters opened Change 3484848 on 2017/06/12 by Andrew.Grant Files that required merging from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484847 on 2017/06/12 by Andrew.Grant Files that merged cleanly from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484839 on 2017/06/12 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) @3484136 #!rb none #!tests none Change 3484734 on 2017/06/12 by Ben.Marsh EC: Prevent invalid URLs being posted for badges if the dependent job steps failed to start. #!fyi Daniel.Lamb #!rb none Change 3484682 on 2017/06/12 by Olaf.Piesche -GPU sim data interfaces, part 1; will update the remaining curve interfaces soon -fix rendering bug (flickering) with CPU simulated particles #!rb none #!tests test emitters Change 3484195 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3484136 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484151 on 2017/06/11 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) #!rb none #!tests none Change 3484136 on 2017/06/11 by Jeff.Williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile Change 3484120 on 2017/06/11 by Jeff.Williams Populate -S //Orion/Release-41 -r. Change 3484080 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484079 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484078 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484077 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484072 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484071 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484070 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484069 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484015 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3484014 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3484013 on 2017/06/11 by Andrew.Grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none Change 3483835 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483834 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483833 on 2017/06/10 by Andrew.Grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none Change 3483811 on 2017/06/10 by Andrew.Grant Added incremental cook location to search paths for Gauntlet #!tests compiled #!rb none Change 3483729 on 2017/06/10 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Fortnite/Tests/FortTest.None.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Framework/Gauntlet.TestExecutor.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealApplication.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealTypes.cs -------------------------------------- Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483727 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483726 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483725 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483723 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483722 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483721 on 2017/06/10 by Andrew.Grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none Change 3483622 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483621 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483620 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483619 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483618 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483617 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483616 on 2017/06/10 by Andrew.Grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 Change 3483430 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483429 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483428 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483427 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483425 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483424 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483423 on 2017/06/09 by Andrew.Grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none Change 3483301 on 2017/06/09 by Laurent.Delayen Ghost: Added 'InstantFaceForward' system to snap shooting characters forward when they're turned beyond a configurable threshold. #!rb michael.shin, jay.hosfelt #!tests Ghost Change 3483269 on 2017/06/09 by Zak.Middleton #!ue4-orion - (EditMerge CL 3468253) Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts. #!tests multi-PIE w/ bots and AI #!codereview Andrew.Grant #!rb Ori.Cohen Change 3483225 on 2017/06/09 by Laurent.Delayen Recompressed Animations: Buffs, BaseHero and miscs animations. #!codereview dwayne.martin Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle [CL 3571062 by Andrew Grant in Main branch]
2017-08-03 14:06:31 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
if (submitters != null)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3564337) #lockdown Nick.Penwarden #rb na Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564585 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564584 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564583 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564582 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564580 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564579 on 2017/07/31 by Ben.Salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. Change 3564513 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564512 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564511 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564510 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564507 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564506 on 2017/07/31 by Laurent.Delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). #!codereview jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. Change 3564384 on 2017/07/31 by Shaun.Kime Now have a System Life Cycle module that looks for all the emitters being dead and then disables itself. This also triggers the reset of the simulation. GPU particles seems to have degraded after the spawn rate. Emitters now reset when there are no particles. Systems now reset when the state is Dead or Disabled, so you'll need to add a System Life Cycle component to have proper looping behavior for a system. #!rb none #!tests updated hypnotizer and other scripts Change 3564012 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564009 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564008 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564007 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564006 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564005 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564003 on 2017/07/31 by Laurent.Delayen Added console command to disable URO interpolation. #!codereview martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. Change 3563538 on 2017/07/30 by Frank.Fella Niagara - Stack data interface editing fixes + When a data interface object is modified by the stack, refresh the curves UI and re-initialize the simulation. + Generate better names for the inputs used by data interfaces. #!Tests The curve UI and simulation update correctly when modifying the curve data interfaces in the stack and the generated inputs for data interfaces have better names. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563537 on 2017/07/30 by Frank.Fella Niagara - Fix the background color for stack errors. #!Tests Stack errors are no longer white. #!rb none Change 3563531 on 2017/07/30 by Frank.Fella Niagara - Generate stack spacer keys more safely to prevent list view crashes. #!Tests adding an emitter spawn module no longer crashes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563518 on 2017/07/30 by Frank.Fella Niagara - Give parameter map error log message more context #!Tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563384 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563383 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563382 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563381 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563380 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563379 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563375 on 2017/07/29 by Andrew.Grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none Change 3563307 on 2017/07/29 by Frank.Fella Niagara - Stack UI Rework + Refactor most of the stack layout code to make things more consistent and to make future features possible. + Add a hover cue for item rows. + Add icons for the different types of inputs. + Make inputs collapsible. + Move the pin buttons to the right side of the name column to prevent visual clutter with the expanders. + Make the module splitter visible and add a correct hover cue. #!Tests Stack functions correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563305 on 2017/07/29 by Ben.Salem Add Shallow FX Test node to gauntlet and to orionbuild. Also switched Dev-Gen to being the Deep Test branch instead of dev-ui. #!rb none #!tests Ran a test of the new node, preflighted orionbuild.xml changes. Change 3563205 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563204 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563203 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563202 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563201 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563200 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563199 on 2017/07/29 by Andrew.Grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none Change 3563187 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563186 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563185 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563184 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563183 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563182 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563181 on 2017/07/29 by Andrew.Grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none Change 3562983 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562982 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562981 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562980 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562979 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562978 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562977 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562976 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562975 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562974 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562973 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562970 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562969 on 2017/07/28 by Dan.Hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [OR-41642] - Alpha is no longer applied to the chest tooltips. Also, the chests on the edge won't have their tooltip clip off the screen. #!review-3562971 @Nick.Darnell, @Don.Eubanks #!fyi Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) #!QAReview Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place Change 3562966 on 2017/07/28 by Andrew.Grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none #!review-3562967 @daniel.lamb #!tests LoadTest locally on cooked data on PS4/Win64 Change 3562965 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562964 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562963 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562962 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562961 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562960 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562959 on 2017/07/28 by Andrew.Grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none Change 3562136 on 2017/07/28 by Shaun.Kime Changing the version so that old assets will recompile and regenerate their spawn attribute table #!rb none #!code.review simon.tovey #!tests opened asset and made sure it compiled on load Change 3560805 on 2017/07/28 by Simon.Tovey - Programmable spawning All spawning controlled by creating a FNiagaraSpawnInfo attribute. Any of these attributes in an emitter will feed one spawn script run. - Fixed issue with HLSL and register table layout not matching for structs correctly. - Removed some vestigial code. - Temporarily commenting out references to burst in the UI until we can hook them back up. - Removed direct ref to emitter handle in emitter instances with an EmitterIndex in their parent. More broadly useful and can be used to access emitter handle. - Fixed a couple of issues breaking interpolated spawning. - Updated default emitter and the hypnotiser to new spawning method. #!rb none #!tests Tested new default emitter and a few others. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3560376 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560375 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560374 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560373 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560372 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560370 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560367 on 2017/07/27 by Stephan.Jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE Change 3560196 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560192 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560188 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560186 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560185 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560183 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560180 on 2017/07/27 by Daniel.Lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client Change 3560131 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560130 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560129 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560128 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560127 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560126 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560123 on 2017/07/27 by Ori.Cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none Change 3559908 on 2017/07/27 by Aaron.McLeran Fixing compile error #!tests none #!rb none #!codereview Andrew.Grant Change 3559674 on 2017/07/27 by Shaun.Kime Now batching up the shader constants into another data set for System/Emitter graphs. #!rb Simon.Tovey #!tests ran multiple copies of Hypnotizer and made sure that they obeyed the emitter lifetime module outputs. Change 3559527 on 2017/07/27 by Aaron.McLeran #!jira UE-45483 Integrating fix to //Orion/Dev-General #!rb none #!tests none Change 3559284 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559283 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559282 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559281 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559280 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559254 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559253 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559252 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559251 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559250 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559192 on 2017/07/27 by Shaun.Kime Removing compile on load for standalone functions. #!rb none #!tests n/a Change 3559115 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559111 on 2017/07/27 by Laurent.Delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets Change 3559060 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559043 on 2017/07/27 by Jon.Lietz compile fix #!rb none #!test compiles #!review-3559054 @Daniel.Lamb Change 3558928 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3558927 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3558926 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3558923 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3558921 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3558919 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3558917 on 2017/07/27 by Daniel.Lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None Change 3558264 on 2017/07/27 by Wyeth.Johnson Pondering update Change 3558206 on 2017/07/27 by Jurre.deBaare HLOD: Need to be able to disable auto-LOD generation on meshes in a BP #!fix added flag to PrimitiveComponent to disable certain BP components to be excluded from HLOD generation, and also not have a LODParent primitive set #!jira UE-47711 #!rb Benn.Gallagher #!Tests generate HLOD clusters with enabled/disabled components and actors Change 3558200 on 2017/07/27 by Jurre.deBaare Crash rebuilding HLOD cluster #!fix Simplygon returns an empty mesh if the input is not overlapping the culling (landscape) mesh, so added bound check for input vs landscape to prevent this situation #!misc Added error when Simplygon returns an invalid raw mesh after processing #!jira UE-47709 #!rb Benn.Gallagher Change 3558116 on 2017/07/27 by Wyeth.Johnson Roughed in drag, while pondering physical correctness or lack therof Change 3557918 on 2017/07/27 by Simon.Tovey ~2x speed up of niagara compilation. Set of visited nodes in numeric fix up viistor was becoming massive and spending about half the total compile time just ensuring we'd not visited a node before. Moved over to a slightly clunkier but faster method of using a visitor ID on the node itself. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime #!rb none #!tests tested several emitters. Seems to work Change 3557439 on 2017/07/26 by Olaf.Piesche Replicating CL3557068 Adding a configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #!rb marcus.wassmer #!tests QAGame Change 3556915 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556914 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556913 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556912 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556911 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556910 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556903 on 2017/07/26 by Daniel.Lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked Change 3556592 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556591 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556590 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556589 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556588 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556587 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556570 on 2017/07/26 by Andrew.Grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. Change 3556239 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556238 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556237 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556236 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556235 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556229 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556226 on 2017/07/26 by David.Ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie #!review-3556227 @Daniel.Lamb Change 3556163 on 2017/07/26 by Frank.Fella Niagara - Rework the system toolkit so that it can edit stand alone emitters and systems. This allows the use the attribute spreasheet and system views when editing emitters and enables inspecting and editing the emitter graphs (for debug purposes) when editing systems. #!Tests Verified general system and emitter editing functionality. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3556104 on 2017/07/26 by Jian.Ru Changed OpacityConst and OpacityMaskConst default to 1.0 to prevent HLOD meshes from disappearing Change 3555992 on 2017/07/26 by Frank.Fella Niagara - Fix a bug when deleting dynanmic inputs which would leave the graph broken. #!Tests Removing a dynamic input now leaves the graph in a vaild state. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3555991 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555988 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555984 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555983 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555982 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555896 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555778 on 2017/07/26 by David.Ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie Change 3555726 on 2017/07/26 by Frank.Fella Niagara - Don't clear keyboard focus on commit for float and int value editors. #!Tests keyboard focus is no longer cleared. #!rb none Change 3555668 on 2017/07/26 by Frank.Fella Niagara - Fix a bug in the hlsl translator where multiple dynamic input usages were not genering unique code like modules. #!Tests Multiple dynamic input usages generate correct code. #!rb Shaun K. Change 3555188 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555187 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555186 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555185 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555184 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555088 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555053 on 2017/07/26 by Andrew.Grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none Change 3554987 on 2017/07/26 by Simon.Tovey Fixed register table / hlsl mismatch #!rb none #!tests Scripts with compound structs containing ints now work correctly. #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3554672 on 2017/07/25 by Olaf.Piesche More PS4 cooking/launching fixes #!rb none #!codereview simon.tovey,frank.fella,shaun.kime #!tests cook PS4 Change 3554407 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3554406 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3554405 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3554404 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3554403 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3554400 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3554397 on 2017/07/25 by Andrew.Grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none Change 3554394 on 2017/07/25 by Wyeth.Johnson Mooooore modules work Change 3553557 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3553556 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3553555 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3553554 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3553553 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3553552 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3553548 on 2017/07/25 by Andrew.Grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none Change 3553261 on 2017/07/25 by Frank.Fella Niagara - Added some editor only delegates so that we can handle the niagara system instance creation and destruction more consistently. Also removed the get on create functionality when getting the system instance from the component. #!Tests Verified that the system instance is now valid when opening the system and emitter editors. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3553018 on 2017/07/25 by Frank.Fella Niagara - Remove a check which was causing crashes when executing an empty script. We probably shouldn't execute these at all, but that can be a future optimization. #!Tests Empty scripts no longer crash when executed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552872 on 2017/07/25 by Frank.Fella Niagara - Allow setting system parameters in the system scripts and tweak the IsValid() logic on systems and scripts so that systems with empty system scripts can still run. #!Tests Empty system scripts now run, and invalid system scripts no longer try to simulate and cause a crash. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552115 on 2017/07/24 by Olaf.Piesche More compile errror fixes for Clang #!rb none #!codereview Simon.Tovey #!tests build Win64 and PS4 Change 3551601 on 2017/07/24 by Wyeth.Johnson Some debug stuff Change 3551581 on 2017/07/24 by Frank.Fella Niagara - Make the simulation tolerate float inaccuracies a little better when updating using desired age. #!Tests Simulations no longer reset every frame when paused. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3551454 on 2017/07/24 by Wyeth.Johnson test for frank Change 3551387 on 2017/07/24 by Daniel.Lamb Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 Change 3551377 on 2017/07/24 by Daniel.Lamb When you run from launch build it always puts notimeouts on the commandlines #!rb Trivail #!test Cooked paragon ps4 Change 3551370 on 2017/07/24 by Daniel.Lamb Added option to dump all the scalability options which were applied. #!rb Trivial #!test Cooked paragon Change 3551101 on 2017/07/24 by Bart.Hawthorne Remove the call to UDemoNetDriver::TickCheckpoint inside UDemoNetDriver::SaveCheckpoint. There was an edge case where if the partial bunch reliable threshold was hit, since this call is outside the normal tick flow, the connection didn't have a chance to internally ack the packets, so the actor might not replicate out to the checkpoint since the channel was waiting for them to still be ack'd. #!codereview ryan.gerleve #!rb none #!tests saved and loaded replay Change 3551058 on 2017/07/24 by Shaun.Kime Removed logging code #!rb none #!tests n/a Change 3550968 on 2017/07/24 by Wyeth.Johnson Some more tests Change 3550806 on 2017/07/24 by Shaun.Kime Basic lifetime in place for solo emitters. #!rb none #!test modified Hypnotizer asset to have two loops then ultimately a reset at 15 sec. Change 3550785 on 2017/07/24 by Frank.Fella Niagara - Fix a crash when opening the system editor related to moving the stack to it's own module. #!tests no longer crashes. #!rb none Change 3550137 on 2017/07/23 by Frank.Fella Niagara - Create a separate module for niagara editor widgets and move the stack UI there. This enables hot reloading for faster UI iteration. #!tests Verified that hot reloading works for the stack UI. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3549581 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3549580 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3549579 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549578 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3549577 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3549576 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3549564 on 2017/07/22 by Andrew.Grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none Change 3549546 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... via CL 3549545 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3549545 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3549544 on 2017/07/22 by Andrew.Grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none Change 3549542 on 2017/07/22 by Andrew.Grant Merging latest from //Orion/Main to Release-42 #!tests #!rb none Change 3549530 on 2017/07/22 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3549505 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3549101 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549488 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3549423 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3549404 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3549101 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3549055 on 2017/07/21 by Frank.Fella Niagara - Move stack editor data to it's own class so that the system and emitter sub-stacks can have their own copies since they are in different graphs and the system is shared among all emitter stacks. #!Tests various stack functionality which is stored in the editor data. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3548983 on 2017/07/21 by Olaf.Piesche Re-adding inadvertantly deleted IsValid function to FNiagaraDataSetIterator. Oops. Should fix Wyeth's current crash opening assets. #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests none Change 3548810 on 2017/07/21 by Bart.Hawthorne Don't replicate the WorldSettings Pauser property out to replays - this causes the pause button to automatically get pressed (since it checks the pauser property for its state). #!jira OR-41516 #!rb none #!codereview ryan.gerleve #!tests watched a live replay and paused it from the match, also used the pause button normally in a regular replay Change 3548740 on 2017/07/21 by Bart.Hawthorne - Added an OnRep for the Pauser member on the WorldSettings so code can get notified for when the server becomes paused - Hooked up the HUDContext and Escape Menu Widget to the WorldSettings Pauser OnRep so that the pause game button text can update appropriately #!codereview ryan.gerleve, cody.haskell #!rb none #!tests paused and unpaused game in a live match and tested pausing in a replay Change 3548656 on 2017/07/21 by Olaf.Piesche Changing const statics with class-scope initialization to class-scope enum to make compile on Clang #!rb none #!codereview shaun.kime,frank.fella,simon.tovey #!tests builds, editor, sample assets Change 3548395 on 2017/07/21 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-42 (//Orion/Release-42) Change 3548394 on 2017/07/21 by Ben.Salem Add flavor of build to FX Perf report mail. Also, add -localmailer flag to FXtests to allow for reports to be sent out from tests run locally. #!rb none #!tests Ran a pass with the -localmailer flag enabled and mail sent out properly. Change 3548382 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548285 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548098 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3548095 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548092 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548090 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3548082 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main #!tests #!rb none Change 3548077 on 2017/07/21 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3547577 on 2017/07/20 by Olaf.Piesche -various build problems for non-editor builds fixed -almost there -editor should still build and run fine; PC game and PS4 are building save for one more error #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests editor Change 3547495 on 2017/07/20 by Shaun.Kime Checkpointing code for liftetime management of emitters. Moved everything to new enum ENiagaraExecutionState. More work on EmitterLifetime module. Added the count for number of alive emitters and emitter particle counts to appropriate emitter and system script execution. Still need to implement for batched system scripts. Fixed up enums so that they can be assigned using numerics so that we can use in ==/!=/etc. #!rb none #!tests n/a Change 3547204 on 2017/07/20 by Thomas.Ross Compile all blueprints commandlet #!rb Andrew.Grant #!tests Local command line, Electric Commander Change 3546884 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3546847 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none Change 3546620 on 2017/07/20 by Simon.Tovey Adding integer random to fix wyeths random issues. #!rb none #!tests random range now works. Exisiting randoms work Change 3546539 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... via CL 3546538 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3546538 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3546537 on 2017/07/20 by Andrew.Grant Version locking to 3537225 #!ROBOMERGE: !41.4 #!tests #!rb none Change 3546417 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546416 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546415 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546414 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546413 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546399 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3546344 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546343 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546342 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546341 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546340 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546335 on 2017/07/20 by Andrew.Grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none Change 3546201 on 2017/07/20 by Andrew.Grant AsyncLoading fix from UE4/Main #!tests compiled #!rb Gil.Gribb Change 3545394 on 2017/07/19 by Shaun.Kime Missing header #!rb none #!tests n/a Change 3545391 on 2017/07/19 by Shaun.Kime Added an HLSL code viewer to Niagara scripts in the system panel. #!rb none #!tests n/a Change 3545250 on 2017/07/19 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3545029 on 2017/07/19 by Daniel.Lamb Merging 3474537 //UE4/Dev-Rendering/Engine/Source/... to //Orion/Dev-UI/Engine/Source/... #!test Paragon editor rebuild lighting Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) #!rb Phillip.Kavan, Zak.Middleton Change 3544816 on 2017/07/19 by Wyeth.Johnson Moduleiteration Change 3544763 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast #!rb none #!tests n/a Change 3544762 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast. #!rb none #!tests n/a Change 3544587 on 2017/07/19 by Dan.Oconnor Hardening for edge case in blueprint loading. This if statement will be removed entirely in Dev-Framework #!rb Phillip.Kavan #!rnx #!jira OR-38176 #!fyi Ben.Zeigler #!tests:PIE Change 3544082 on 2017/07/19 by Andrew.Grant Duplicating 3531450 to address OR-41160 #!tests compiled #!rb Chris.Bunner Change 3543964 on 2017/07/19 by Bart.Hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve #!fyi cody.haskell #!tests paused match several times and check that pause text got updated Change 3543522 on 2017/07/18 by Wyeth.Johnson Added some comments to spawn location script Change 3543419 on 2017/07/18 by Olaf.Piesche Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) Code only; OrionGame still to be merged #!rb none #!codereview simon.tovey shaun.kime frank.fella #!tests sample niagara assets Change 3543302 on 2017/07/18 by Brian.Fasten Fix for include paths/ #!rb Daniel.Lamb #!test Paragon editor compile Change 3543200 on 2017/07/18 by Andrew.Grant Fixed another formatting error #!tests compiled #!rb none Change 3543120 on 2017/07/18 by Andrew.Grant Fixed extra format specifier #!tests compiled #!rb daniel.lamb Change 3543066 on 2017/07/18 by Wyeth.Johnson First pass at a real Niagara module. Sphere spawning checked in, supports radius, XYZ transform, Nonuniform scale, two different density distributions, and hemispherical culling. Points of debate are: how and what to hide behind switches How to generalize the density function. curve lookup? dynamic input? What is fast, cheap, and useful Need for static switching for optimization Need for dynamic exposure/collapse of options based on those switches Need to bubble up autopinned stuff to the stack, leave the rest collapsed Commenting style, node layout style, numeric pins use (convert to type, vs. leave numeric through as much as possible) Change 3542935 on 2017/07/18 by Olaf.Piesche -More events work; spawn events for GPU sim -bit of cleanup, more needed -PS4 shader compilation and cooking now working -Fixed the bug that made it so a manual recompile was needed to get a GPU simulated emitter to run #!rb none #!tests example assets Change 3542926 on 2017/07/18 by Frank.Fella Niagara - Missed in last checkin. #!tests none #!rb none Change 3542914 on 2017/07/18 by Andrew.Grant Removed hack, changed material warning to ASSET_LOG #!tests compiled #!rb none Change 3542889 on 2017/07/18 by Ori.Cohen Exposed an inertia scale for body instances #!rb Lina.Halper #!tests none Change 3542861 on 2017/07/18 by Andrew.Grant Fix for compile issue in non-shipping #!tests compiling #!rb none Change 3542835 on 2017/07/18 by Frank.Fella Niagara - Stack UX improvements + Can now navigate to dynamic input and module assets by double clicking on them in the stack. Currently only works in the emitter editor since we deep copy the graph and lose the asset references. + Can now collapse stack groups with a button. + Curves should always show up in the curve editor now. Custom seleciton is coming later. + Prevent duplication of output nodes since they can't be deleted. #!tests Verified new stack functionality and output node duplication. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3542816 on 2017/07/18 by Wyeth.Johnson Sphere V2 Change 3542798 on 2017/07/18 by Simon.Tovey Fix for crash Wyeth is seeing. #!rb none #!tests fixes crash. Change 3542787 on 2017/07/18 by Andrew.Grant Added UE_ASSET_LOG macro and moved some current warnings in Orion to UE_ASSET_LOG UE_ASSET_LOG is intended to provide a means of emitting asset-related logging in a consistent format that can be parsed by CIS jobs and tools. Currently there is a single option (AssetLogShowsDiskPath, true by default) but this could be expanded to provide additional options. The asset argument can be a UObject pointer or a const TCHAR* to a path. Package paths (/Game/Path/Foo.uasset), object paths (/Game/Path/Foo.Foo) and relative paths (..\..\..\OrionGame\Foo\Foo.uasset) are all supported. Usage: E.g UE_ASSET_LOG(LogMaterial, Warning, Material, TEXT("Failed to compile material")); UE_ASSET_LOG(LogMaterial, Warning, *Material->GetPathName(), TEXT("Failed to compile material")); #!tests ran locally with a selection of different asset arguments #!rb Ben.Marsh #!review-3542499 @Ben.Marsh Change 3542648 on 2017/07/18 by Jon.Lietz needed file #!rb none #!tests compiles Change 3542600 on 2017/07/18 by Cody.Haskell Work on adding pause feature to escape menu. use -fakecustom on the command line to make the menu option come up in non-custom matches for testing #!codereview Bart.Hawthorne #!tests Golden Path #!rb none Change 3542560 on 2017/07/18 by Jon.Lietz first pass moving cards in world from BP to native - fixed issue with active items - fixed a crash inside the engine with actor sequence component - fixed an issue with the Ability system comp upadting shadow plane vision based on vision manager that might not have updated yet. #!rb none #!tests cards now no longer show up if the user is in shadow plane and the viewer's team does not have vision on them. Change 3542543 on 2017/07/18 by Simon.Tovey A bit of improved log spam for VM backend #!rb none #!tests none Change 3542235 on 2017/07/18 by Wyeth.Johnson Two separate implementations of sphere spawning, working on 3rd before eval Change 3542102 on 2017/07/18 by Simon.Tovey Fixed bug in bytecode generation due to incorrect temp register allocation. #!rb none #!tests Wyeths test case now works + some other emitters tested still working. Keeps around the last HLSL translation generated. #!rb none #!tests n/a Change 3541991 on 2017/07/18 by Shaun.Kime Fix for making sure that the cube map selected for the profile is loaded from disk between editor runs. #!rb none #!tests opened editor, changed profile's cube map, then closed settings editor to save, exited app, restarted and verified that the cube map is the same Change 3541819 on 2017/07/18 by Andrew.Grant Better logging for warning #!tests #!rb none Change 3541178 on 2017/07/17 by Ori.Cohen Fix jitter with hair in rigid body node caused by bad contact offset. #!rb none #!tests none Change 3541059 on 2017/07/17 by Daniel.Lamb Fixed issue with volatile string names being used as the key for TMap. #!rb Jason.Bestimt #!test Paragon Client #!jira OR-41135 Change 3540970 on 2017/07/17 by Wyeth.Johnson test emitters for modules Change 3540948 on 2017/07/17 by Ben.Salem Add comma separated hero list support to FXTest Gauntlet node. #!rb none #!tests compiled and passed in a 2-person comma separated list. Change 3540875 on 2017/07/17 by Ben.Salem Enable SoloSmokes to back up logs after tests run. #!rb none #!tests Ran smoke pass today. Change 3540561 on 2017/07/17 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) #!rb Lina.Halper #!tests none Change 3540529 on 2017/07/17 by Andrew.Grant Disable screenshots #!tests compiled #!rb none Change 3540108 on 2017/07/17 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #!rb David.Hill #!tests none Change 3539847 on 2017/07/17 by Wyeth.Johnson Fixing up redirects in Niagara content plugin folder Change 3539554 on 2017/07/17 by Don.Eubanks Added Deck Descriptions to Deck Selection Screen - Set basic / placeholder descriptions for all 6 starter decks to include Attribute names Added "bAllowRightClickScrolling" to SScrollBox and UScrollBox to control whether or not holding the right mouse button will allow scrolling. - Disabled for Deck Selector scroll box. #!rb none #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 #!review-3539555 matt.schembari dan.hertzka philip.buuck #!fyi dan.hertzka - Hope I'm not out of line adding this feature to SScrollBox, didn't see any other way to disable it (MouseWheel already a similar feature driven by an enum) Change 3539506 on 2017/07/16 by Andrew.Grant REsolved files from Main after Dev-UI merge #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_Balance/OrionGame/Content/Blueprints/AbilityRangedMacros.uasset -------------------------------------- Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3539483 on 2017/07/16 by Don.Eubanks Backing out changelist 3539458 per andrew.grant's request as it can cause a crash on project generation. #!rb none #!tests Compile DebugGame Editor Win64 Change 3539458 on 2017/07/16 by Andrew.Grant Combined rules for Orion targets into common base class to remove some inconsitencies and provide easier editing #!tests BuildCookTest locally, preflighted with tests #!rb none #!review-3539459 @daniel.lamb, @david.ratti Change 3539386 on 2017/07/16 by Andrew.Grant Disabled screenshots on 'None' test #!tests #!rb none Change 3539383 on 2017/07/16 by Andrew.Grant Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-IWYU (//Orion/Dev-IWYU) Change 3539374 on 2017/07/16 by Andrew.Grant Gauntlet - Added timeout to PS4DevkitUtil commands #!tests ran test locally #!rb none Change 3539174 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3539156 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3539146 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3539142 on 2017/07/15 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3539129 on 2017/07/15 by Andrew.Grant Added an ensure on render-target size to catch bad data earlier #!tests ran with some bad data :) #!rb none Change 3539094 on 2017/07/15 by Andrew.Grant Fixed log location not being written out to report #!tests none #!rb none Change 3539009 on 2017/07/15 by Andrew.Grant Moved perf extraction into the SoakTest node Now generate perf values for ShortSoloGame #!tests ran locally #!rb none Change 3538990 on 2017/07/14 by Andrew.Grant Made gif's work for editor-based tests #!tests ran locally #!rb none Change 3538968 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538967 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538966 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538965 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538964 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538962 on 2017/07/14 by Andrew.Grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay #!review-3538963 @david.ratti #!rb none Change 3538954 on 2017/07/14 by Andrew.Grant Screenshot support for gauntlet: - Test nodes and/or controllers can specify a periodic interval for screenshots to be taken. - Screenshots are converted to jpeg and archived with other artifacts - Screenshots are turned into gif's and linked in the report #!tests lots of running of tests #!rb none Change 3538714 on 2017/07/14 by Shaun.Kime Adding in a root transform adjustment for the emitter so that things don't spawn at 0,0,0 anymore. Will make it adjustable in the future. #!rb none #!tests n/a Change 3538710 on 2017/07/14 by Shaun.Kime Moving to the advanced preview scene so that we can have something to collide against and also contrast against for better preview. #!rb none #!tests n/a Change 3538581 on 2017/07/14 by Don.Eubanks Fixing compilation. #!rb none #!tests Compile DebugGame Editor Win64 #!fyi daniel.lamb Change 3538543 on 2017/07/14 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node #!rb Lina.Halper #!tests none Change 3538428 on 2017/07/14 by Daniel.Lamb Added support for timerguard to take in a delegate used to generate the string output which means it doesn't need to be generated unless the timer triggers. #!rb Jason.Bestimt #!test Paragon ps4 Change 3538416 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538415 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538414 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538413 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538412 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538411 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538410 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538408 on 2017/07/14 by Andrew.Grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer Change 3538389 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538388 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538387 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538384 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538383 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538382 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538380 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538379 on 2017/07/14 by Andrew.Grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer Change 3538305 on 2017/07/14 by Shaun.Kime Making if nodes handle enums and a follow-up file from previous commit #!rb none #!tests n/a Change 3538303 on 2017/07/14 by Shaun.Kime Added comment nodes #!rb none #!tests added to working script saved and reloaded Change 3538084 on 2017/07/14 by Frank.Fella Niagara - Change the available parameter list for functions so that it only shows parameters written before the current module, add initial versions of parameters written in the spawn script, and fix the function output lists so that they only show actual outputs. #!tests Verified that the available parameters for inputs is correct, and verified that the output lists are correct. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3538007 on 2017/07/14 by Shaun.Kime Adding basic enum support. By default we have an enum ENiagaraExecutionState that can be used by both systems and emitters to track their status. Removed the Start/End/NumLoop data from Emitters. A future changelist will introduce scripts that manage the execution state mentioned above. #!rb None #!test n/a Change 3537732 on 2017/07/14 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. #!rb David.Hill #!tests none Change 3537395 on 2017/07/14 by Simon.Tovey Slightly improved error reporting for data interfaces that can't (yet). Error reporting in general needs a lot of work. Soon. #!rb none #!tests We now don't just ensure() when using interfaces with not GPU implementation, an error is reported to the log. ? Interfaces with instance data now work. ? Emitter editor now has proper system setup so their scripts work correctly. ? Modified pin creation for emitter nodes. ? System instances respecting their bError flag again. ? Removed some log spam from compiling function/module/dynamic input scripts. #!rb none #!tests Interfaces needing instance data now work #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3537288 on 2017/07/14 by Frank.Fella Niagara - Parameter wrangling Part 1 + Modules for setting specific parameters can be reassigned to set other parameters. + You can now add a new parameter of any type to the current namespace in each stack. + The "Read from new parameter" options when assigning an input will be correct based on the current namespace and asset editor type. + You can now assign any written parameter in the stack to an input. This will be filtered based on the current context in the future. + Set parameter modules are now added with their input pinned and collapsed. #!Tests adding and re-assigning set parameter nodes works correctly and read from new parameter options have the correct context. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3537247 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537246 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537245 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537244 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537243 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537242 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537241 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537240 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537239 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537238 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537232 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537231 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537227 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537226 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537225 on 2017/07/13 by Andrew.Grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none Change 3537170 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537169 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537166 on 2017/07/13 by Andrew.Grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png #!review-3537167 @luke.thatcher #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader Change 3537121 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537120 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537119 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537117 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537116 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... #!ROBOMERGE-BOT: ORION (Dev-UI -> Main) Change 3537114 on 2017/07/13 by Andrew.Grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. #!review-3537115 @matt.schembari, @matt.kuhlenschmidt, @nick.darnell #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE: Main Change 3536905 on 2017/07/13 by Andrew.Grant Safety ensure as someone hit a crash here #!tests #!rb none #!jira OR-41029 Change 3536904 on 2017/07/13 by Andrew.Grant Don't ask PhysX to clean invalid meshes #!tests cooked #!rb none Change 3535790 on 2017/07/13 by Andrew.Grant Back out changelist 3534956 #!tests #!rb none Change 3535541 on 2017/07/13 by Frank.Fella Sequencer - Implement SupportsSequence in the audio, event, and matarial parameter collection tracks. This change is being made to prevent them from showing up in the niagara sequencer UI. #!tests Tracks don't show up in niagara and still do in the level sequence and widget animation. #!rb Max.Chen Change 3535092 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3535083 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3535080 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3535074 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3535068 on 2017/07/13 by Andrew.Grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3534956 on 2017/07/12 by Andrew.Grant Made ensures non-errors for commandets Ben - let me know what you think of this. Probably worthy of discussion, but at least this checkin will get the overnight builds a bad tag that some muppet checked in :) #!review-3534957 @Ben.Marsh #!tests compiled #!rb none Change 3534933 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3534918 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534892 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance #!tests #!rb none Change 3534817 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-General #!tests #!rb none Change 3534728 on 2017/07/12 by Andrew.Grant Copying //Orion/Dev-UI @ 3534719 to Main #!tests #!rb none Change 3534652 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534651 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534649 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534640 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534639 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534637 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534629 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534628 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534626 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534511 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534430 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI Change 3534341 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3534318 on 2017/07/12 by Ori.Cohen Fix external force on immediate mode not accounting for body mass #!rb none #!tests none Change 3534240 on 2017/07/12 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space #!rb Lina.Halper #!tests none Change 3534062 on 2017/07/12 by Frank.Fella Niagara - Stack system support. + System spawn and update are now available in the stack when in the system editor. + Rmoved some potentially unsafe stack utility methods which could make the graph unusable and replaced them with safe ones. + Removed some checks from the emitter node compile and replaced them with compiler errors. #!tests System stacks show up in the system editor and you can add and remove modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3534058 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3534057 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3534055 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3534054 on 2017/07/12 by Andrew.Grant Added boot script for Capture team #!tests ran test locally #!rb none Change 3533959 on 2017/07/12 by Daniel.Lamb Added support for timeguard to have an fname associated with it. Greatly increasing the usefulness. The string operations will not be performed unless the timer is triggered and the fname is set. #!rb Jason.Bestimt #!test Paragon ps4 Change 3533921 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533920 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533919 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3533910 on 2017/07/12 by Andrew.Grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none Change 3533862 on 2017/07/12 by Frank.Fella Niagara - System ui timeline improvements + Move adding of emitters to the sequencer "Add" button. + Allow drag/drop to sequencer from the content browser to add emitters. + Add folder support for emitters which can be added through the sequencer UI. Note: The event, audio, and material parameter collection tracks don't work, I'm waiting on a review from the sequencer team on some code that removes them. #!tests Verified that adding through the timeline button works, verified that drag and drop of an emitter onto the timeline works, verified folders work correctly and serialize. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3533828 on 2017/07/12 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. #!rb Lina.Halper #!tests none Change 3533602 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533600 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533599 on 2017/07/12 by David.Ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile Change 3533400 on 2017/07/12 by Jeff.Williams Initial branch of files from Release-41.4 (//Orion/Release-41.4) to Release-41.5 (//Orion/Release-41.5) Change 3532987 on 2017/07/12 by Matt.Kuhlenschmidt Added ability to save render targets as PNG from blueprints #!fyi jordan.walker #!rb none #!tests none Coped from Dev-Editor Change 3532785 on 2017/07/12 by Simon.Tovey Fixed bug in the mark dirty loop. #!rb none #!tests fixed bug. Change 3532594 on 2017/07/11 by Jeff.Williams Merging //Orion/Main to Release-41.4 (//Orion/Release-41.4) @3532443 #!test none #!rb none Change 3532057 on 2017/07/11 by Daniel.Lamb Separated out the UI game viewport tick and paint time to help track down issues with UI. #!rb Trivial #!test Paragon ps4 #!codereview Jason.Bestimt Change 3531769 on 2017/07/11 by Simon.Tovey ? Fixing data interface compilation for emitter scripts. #!rb Shaun.Kime #!tests Curves work in emitter scripts. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3531543 on 2017/07/11 by Shaun.Kime Added System update results to spreadsheet view. Fixed up basic EmitterLifeTime effect to work by default. Fixed bug where emitters weren't adding the history of their internal variables to the parameter maps for SystemSpawn & Update, causing default values to not be generated. #!rb none #!tests updated HypnotizerEffect. Change 3531521 on 2017/07/11 by Jeff.Williams Initial branch of files from Release-41.3 (//Orion/Release-41.3) to Release-41.4 (//Orion/Release-41.4) Change 3530192 on 2017/07/10 by Ben.Salem Switch map pipeline node to use an interstitial node to let us know when the node has finished, pass or fail. Also switch report to print test notes for maps where there are notes but no explicit fails. #!rb none #!tests recompiled, xml linted. Change 3530157 on 2017/07/10 by Frank.Fella Niagara - Fix systems getting marked dirty on load and removed some unnecessary compiles. We might need some error finding and fixup for system scripts in invalid states, but in the short term these issues can be fixed automatically by adding an additional emitter. #!tests Loaded a system and verified it wasn't marked dirty, also verified that the system was only getting compiled once when loading and when deleting an emitter. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3529459 on 2017/07/10 by Daniel.Lamb If running nomcp from launch build helper also add in notimeouts. Fixes issue with loading monolith02 nomcp. #!rb Trivial #!test Load monolith02 devui Change 3528568 on 2017/07/10 by Frank.Fella Niagara - Fix shutdown crash, system editor crash, and system editor selection inconsistencies. + Give sequencer emitter tracks real names so that sequencer can maintain selection with them correctly. + Make the stack entries pointers to the system and emitter view models weak to avoid holding onto them until garbage collection. + Make sure to always call the structure changed delegate in the stack view model whenever initialize is called so that the tree is always updated. + Track emitter handle selection by id instead of the actual view model pointer to make managing selection easier when view models are changing. + Don't make the stack tree collapsed when it's emitter becomes invalid because it prevents it from ticking and removing controls pointing to invalid data. #!Tests verified no crash on shutdown or working with emitters in the system view. Also verified selection stayed consistent between sequencer and the stack view. #!rb none. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3527429 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527428 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527427 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527426 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527425 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527423 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527421 on 2017/07/07 by Andrew.Grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none Change 3527366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527365 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527362 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527361 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527360 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527359 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527357 on 2017/07/07 by Andrew.Grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none Change 3527346 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527345 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527344 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527343 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527342 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527309 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527308 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3527306 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3527305 on 2017/07/07 by Andrew.Grant Fix for manifest issue while packing from DanL #!tests #!rb na Change 3527233 on 2017/07/07 by Alexis.Matte Fix the packing of the texture in the HLOD #!rb Uriel.Doyon #!codereview Jurre.deBaare #!jira OR-40538 #!tests none Change 3527085 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527084 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527081 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527080 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527077 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527075 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527072 on 2017/07/07 by Andrew.Grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none Change 3526806 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526805 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526804 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526803 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526802 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526799 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526795 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526794 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526791 on 2017/07/07 by Andrew.Grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none Change 3526771 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526770 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526769 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526768 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526767 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526733 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3526730 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526730 on 2017/07/07 by Andrew.Grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na Change 3526719 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526717 on 2017/07/07 by Andrew.Grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none Change 3526675 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526674 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526673 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526672 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526671 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526670 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526669 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526668 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526667 on 2017/07/07 by Andrew.Grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none Change 3526376 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526375 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526374 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526372 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526368 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526367 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526364 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526292 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526291 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526288 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526286 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526122 on 2017/07/07 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3526073 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526072 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526071 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526070 on 2017/07/07 by Andrew.Grant Fix for hlod rebuild crash from Alexis #!tests #!rb none Change 3526069 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526068 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526067 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526065 on 2017/07/07 by Andrew.Grant Fix for remaster flag not being passed through bumped version numbers for Sony #!review-3526066 @benjamin.crocker #!tests #!rb none Change 3526057 on 2017/07/07 by Simon.Tovey Modified system script excution flow to allow emitters to run even with an invlaid system script. #!rb none #!tests Bug repro system now works. Niagara - Missed in last checkin #!tests none #!rb none Change 3525804 on 2017/07/07 by Frank.Fella Niagara - Various stack changes + Move the emitter editor data management to the emitter view model. + Change the assignment node so that it's input parameter is named for the value it's setting and it's header says which namespace it's in. + Clean up the Initialization of stack entries and make the API more consistent. + When adding a module or dynamic input which uses a data interface copy the data interface specified in the source script if it's available, or create a new one. + Make the revert button for data interface inputs work consistently (still needs some more work) + Changed input parameter handle assignment so that it always generates a parameter map get in the graph instead of generating an input node for engine parameters and particle attributes. + When reading an input of a dynamic-input script into a new emitter or particle parameter generate a unique name based on the module input name and the dynamic-input input name. #!tests Verified the stack still works correctly with the above changes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525623 on 2017/07/06 by Frank.Fella Niagara - Make the Equals and CopyTo methods on UNiagaraDataInterface const. #!tests Compiles #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525508 on 2017/07/06 by Daniel.Lamb Added support for monolith nomcp to the build launcher settings. #!rb Trivial #!test Automation tool Change 3525504 on 2017/07/06 by Shaun.Kime Forcing recompile on load, otherwise several of my effect scripts crash on startup. #!rb none #!tests n/a Change 3525499 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3525498 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3525496 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3525495 on 2017/07/06 by Andrew.Grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none Change 3525149 on 2017/07/06 by Shaun.Kime Cleaning out delegates on shutdown #!rb none #!tests n/a Change 3525148 on 2017/07/06 by Shaun.Kime Fixing crash when dealing with missing source, which probably shouldn't happen, but does with CrowdTorture #!rb none #!tests open crowdtorture Change 3525100 on 2017/07/06 by Dan.Hertzka Relaxing the null ensure when setting a texture param (the type check ensure remains) #!fyi Andrew.Grant #!rb none #!tests none Change 3525025 on 2017/07/06 by Shaun.Kime Tweaking timing to try and ensure that the capture button always generates a good result. #!rb none #!tests n/a Change 3524970 on 2017/07/06 by Shaun.Kime Adding a spreadsheet view for investigating the values of individual particles in an emitter in the effect view. Added a few helper debug modules. #!rb none #!tests opened several systems and captured results. Change 3524890 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524889 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524888 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524887 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524886 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524821 on 2017/07/06 by Dan.Hertzka Fix crash when trying to set a null texture value on a MID - Ensure message dereferenced a possibly null texture #!review-3524822 @Andrew.Grant #!rb none #!tests Compile Change 3524799 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524797 on 2017/07/06 by Andrew.Grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none #!review-3524798 @daniel.lamb Change 3524663 on 2017/07/06 by Andrew.Grant Fix for OR-40419 #!jira OR-40419 #!tests compiled #!rb none Change 3524581 on 2017/07/06 by Andrew.Grant Turned check into an ensure as part of investigation into OR-40454 - no idea how this is happening at the moment, hopefully some mismatched data that the merge yesterday may have corrected.... #!jira OR-40454 #!tests compiled #!rb none Change 3524508 on 2017/07/06 by Ben.Salem Colorize skill test reports to differentiate error lines. Also, save a backup html version of the test report. #!rb none #!tests Ran report against previously run tests. Change 3524423 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524422 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524419 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524418 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524417 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524414 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524393 on 2017/07/06 by Andrew.Grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none Change 3524260 on 2017/07/06 by Simon.Tovey Fixed bug in solo mode execution. Allocating more space in data set mid frame requires some fixup with existing data I'd not considered as we don't do that in any other simulation. #!rb none #!tests Solo mode now working. Change 3524144 on 2017/07/06 by Simon.Tovey Broke system simulation code out into it's own files. #!rb none #!tests none Change 3524033 on 2017/07/06 by Simon.Tovey System/Emitter scripts work -- Done -- ? Simulation framework for system/emitter level scripts. ? Moved most ticking for systems into a "SystemSimulation" which it ticked at the end of all component ticking meaning all system simulation can be batched nicely without worrying about dependancies on other components. NiagaraComponents no longer tick in this mode. In future some systems will not need a component at all. ? For (future) cases where the results of the simulation are a dependancy for another component (and a few other use cases) there is a "solo" mode which will run the system script in isolation as part of the component tick. ? All scripts now refer to emitters by their actual name via the alaising feature in the translator. ? Optimized the direct setting of parameters in system sims and particle sims. -- WIP -- ? Lifetime of systems and is very much WIP atm. ? Lots of data interfaces stuff at system level is still WIP. ? Parameter flow from components down needs work. ? Need to bind parameter collections to system/emitter scripts ? Splitting the batched/solo mode scripts so one has instance parameters in a dataset and another from a parameter store. Could use one and transfer to a dataset for solo mode too but seems wasteful. If we could find a better replacement for solo mode entirely this would go away. Needs discussion. ? Resetting/ReInit flow is still abit up in the air. ? Move all DesiredAge seeking etc into the component. Still needs some work but largely functional. -- TODO -- ? Events at System/emitter level ? Quite a bit of mess in the system simulation WRT moving data from a dataset and parameter stores. Need to rework how and where the layout data is generated and stored. ? Put a hack in to avoid the alignment issues we have in the parameter store. A future CL will address this properly. -- Misc -- ? Fixed issue with bool attributes being auto converted to ints in the hlsl/bytecode. ? Minor improvement to debug dumps. Limiting to only the instances relevant ot the current step. #!rb Shaun.Kime #!tests Test emitters working. Older systems and emitters seem to be working still. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3523831 on 2017/07/06 by Jeff.Williams Merging //Orion/Main to Release-41.3 (//Orion/Release-41.3) @3523788 #!tests na #!rb na Change 3523811 on 2017/07/06 by Jeff.Williams Populate -S //Orion/Release-41.3 -r. Change 3523523 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523522 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523521 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523520 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523519 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523464 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523463 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523462 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523461 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523460 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523441 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523440 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3523439 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3523438 on 2017/07/05 by Andrew.Grant Better handling of missing devices and other errors #!tests ran locally #!rb none Change 3523400 on 2017/07/05 by Olaf.Piesche Events; alll-particle is functional, but still in need of more cleanup. Moving on to collisions and single-particle. #!rb none #!tests testassets Change 3523330 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523268 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523267 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523266 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523265 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523264 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523189 on 2017/07/05 by Andrew.Grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none Change 3523111 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523110 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523109 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523107 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522724 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522719 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522716 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522312 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522311 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522309 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522144 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3522092 on 2017/07/05 by Andrew.Grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none Change 3521908 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... via CL 3521907 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3521907 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3521905 on 2017/07/05 by Andrew.Grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches #!review-3521906 @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none Change 3521407 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3520246 on 2017/07/03 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3520245 on 2017/07/03 by Jeff.Williams Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE: !41.2 Change 3519106 on 2017/07/01 by Max.Chen Sequencer: Fix crash trying to load an invalid sequence asset. #!rb none #!tests Click open level sequence button on an actor that references a level sequence asset that no longer exists. Change 3518548 on 2017/06/30 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests na #!rb na Change 3518366 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3518365 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3518364 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3518363 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3518362 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3518330 on 2017/06/30 by John.Nielson Added effect context as part of the info we give back for the WaitGameplayEffectRemoved task. #!RB: none #!review-3518331: @David.Ratti #!Test: Pie Change 3518260 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3518253 on 2017/06/30 by Shaun.Kime Fix compiler warning #!rb none #!tests n/a Change 3518059 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3518058 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3518056 on 2017/06/30 by Jeff.Williams Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE: !41.1 Change 3518043 on 2017/06/30 by Shaun.Kime Missing file checkin #!rb none #!tests n/a Change 3518042 on 2017/06/30 by Shaun.Kime Now have the ability to name outgoing events so that we can re-use the struct type for multiple outbound events from the same emitter. Added customization for selecting the event source and event destination. Revert to defaults currently disabled due to bugs with StructureDetailsView. #!rb none #!tests n/a Change 3517667 on 2017/06/30 by Shaun.Kime Commenting out emitter auto-updating for now until we rewrite it. #!rb none #!tests n/a Change 3517617 on 2017/06/30 by Jon.Lietz - making it so event evaluators do not cuase the player to go into combat or break shadow plane - adding in support for the item Effect Keyword to define if it should pu the user into combat or break shadow plane - cultivate using runtime options again #!rb David.Ratti #!tests Use cards and they no longer break recall Change 3517107 on 2017/06/29 by Daniel.Lamb Fix for replays not showing some effects on medic. #!rb None #!test Paragon replay in editor #!codereview Ryan.Gerleve #!jira OR-40198, OR-40238 Change 3516604 on 2017/06/29 by Cody.Haskell Fix for round timers being broken in Arcade. Recall is now more reliable as well #!rb none #!tests PIE Change 3516394 on 2017/06/29 by Dan.Hertzka New itemization system refactor - Major players (deck, card, gem) are all now UObjects (ItemizationComponent, GameplayCard, and GameplayGem respectively) - The base GameplayItem and SourceItemAbility now do the lion's share of the work of applying abilities & GEs themselves, the keyword data APIs have been heavily pared down for now - Note: This may change quite a bit once GGP stuff comes online, but in the meantime this clarifies/simplifies the itemization system flow - Updated all existing UI to work with GameplayItems, but haven't done any refactoring to leverage the cleaner hookups now available - Moved the server RPCs for itemization actions to the PlayerController - Added ItemizationSystemSettings for constant system configuration properties, for now replaces the GemTree since that's become so wildly simplified ItemEffectKeyword - ItemKeyword renamed to ItemEffectKeyword - Added support for sequential events to trigger effect application - Added removal event option for removing the effect in response to a qualified event McpGemItem info storage updated - Now exported as stratified groups of levels to roll, so they can be imported as such on the item - No more custom parsing is needed within the gem item - Added dev migration to force re-add all starter gems #!rb Jon.Lietz #!tests PIE buy pips, gems, cards, sell cards, fire abilities, etc; Export gem templates + local mcp validation; ItemKeywords table data still valid Change 3516277 on 2017/06/29 by Ben.Salem Add the ability to pass in a mailing list to target for SkillTestReport, and have the pipeline preflight node target its own specific mailing list. #!rb none #!tests recompiled. Change 3515762 on 2017/06/29 by Daniel.Lamb Stop stack overflow if we generate a callstack too large. #!rb Trivial #!test Paragon stats. Change 3515711 on 2017/06/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3515710 on 2017/06/29 by David.Ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile #!fyi Zak.Middleton Change 3514451 on 2017/06/28 by David.Ratti Fix replication issue that was causing abilities granted by GEs to linger/get stuck on clients. #!rb lietz #!tests editor/pie #!fyi Ryan.Gerleve Change 3514267 on 2017/06/28 by Ben.Salem Add support for showing Testnotes in SkillTest Reports as non-failing issues. #!rb none #!tests Compiled and reran. Change 3513984 on 2017/06/28 by Zak.Middleton #!ue4-orion - Fix for possible memory stomp when player is unpossessed during a forced position update on the server. Mirrors CL 3512456 from BobT in Fortnite. #!rb Bob.Tellez #!fyi Andrew.Grant, David.Ratti #!tests PIE MP Change 3513856 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 via CL 3513848 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41) Change 3513848 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.1) #!ROBOMERGE[ORION]: 41 Change 3513844 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Release-41.2) #!ROBOMERGE[ORION]: 41.1 41 Change 3513818 on 2017/06/28 by Jason.Bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards #!CodeReview: nick.darnell, benjamin.crocker #!ROBOMERGE: 41.2, 41.1, 41 Change 3513584 on 2017/06/28 by Jon.Lietz OR-40158, bumping the bit shift up by one to support level 20 abilities for the new card/gem system #!rb none #!tests no longer get server ensures for cards over level 20 Change 3513300 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513299 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513298 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513265 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513264 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513263 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513218 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513217 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513216 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513198 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513197 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513196 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513193 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513192 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513191 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513163 on 2017/06/28 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3513159 on 2017/06/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3513075 on 2017/06/28 by Jeff.Williams Initial branch of files from Release-41.1 (//Orion/Release-41.1) to Release-41.2 (//Orion/Release-41.2) Change 3512633 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3512632 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3512631 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3512630 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3512629 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3512546 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512545 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512543 on 2017/06/27 by Andrew.Grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none Change 3512315 on 2017/06/27 by Ben.Salem Add report mail to FXPerf test. #!rb brad.angelcyk #!tests Ran several FXPerf runs. Change 3512306 on 2017/06/27 by Shaun.Kime Fixing missing undef #!rb none #!tests n/a Change 3512296 on 2017/06/27 by Shaun.Kime Each stack entry now has its own reference to the system view model as well as the emitter view model. #!rb none #!tests ran through normal operations Change 3512153 on 2017/06/27 by John.Nielson Seperated WaitGameplayEffectRemoved and WaitGameplayEffectRemoved_Info, the latter returning information about the removal. Also cleaned up and fixed implementation according to Ratti's feedback. #!RB: none #!review-3512154: @David.Ratti #!Test: Pie Change 3512092 on 2017/06/27 by David.Ratti Fix ensure that will fire from a dot expiring while someone is listening for damage event keyword #!rb none #!tests pie Change 3512076 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512075 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512074 on 2017/06/27 by Andrew.Grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none Change 3512044 on 2017/06/27 by David.Ratti Editegrate BenZ's fix (CL 3510178 ) for mono crash with literal struct types with editor only data #!rb none #!tests cooked build with WaitDamageDealt with no variable wired in Change 3511926 on 2017/06/27 by Frank.Fella Niagara - Missed in last checkin. #!tests none. #!rb none. Change 3511910 on 2017/06/27 by Frank.Fella Niagara - Emitter stack in the system view, and other changes. + There is now a tab for the emitter stack in the system view and this will change based on the selected emitter in the timeline. + Deleting the emitter section from the timline no longer crashes. + Auto-compile now works in both the emitter and system editors, and is an editor setting. + Moved the generation of the root stack entries into a root entry so that structure changes and future filtering can use the same code path. + Renamed UNiagaraStackItem::FOnModifiedStackStructure to UNiagaraStackItem::FOnModifiedGroupItems to avoid confusion with UNiagaraStackEntry::FOnStructureChanged. #!tests The system shows the stack view, and it updates based on the sequencer seleciton. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3511831 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511830 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511827 on 2017/06/27 by Daniel.Lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant Change 3511452 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511451 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511449 on 2017/06/27 by Andrew.Grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none Change 3511402 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511400 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511398 on 2017/06/27 by Andrew.Grant Changed warning to info in test logging #!tests compiled #!rb none Change 3510907 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3510906 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3510902 on 2017/06/26 by Andrew.Grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none Change 3510368 on 2017/06/26 by Shaun.Kime Making the "Initial" namespace. Spawn scripts will automatically fill this in if requested anywhere in the child scripts. #!rb none #!tests modified Sparks uasset Change 3510362 on 2017/06/26 by John.Nielson Added parameters for gameplay effect removal so that user has access to premature Removal and StackCount when needed. #!RB: none #!review-3510363: @David.Ratti #!Test: pie Change 3509787 on 2017/06/26 by Wyeth.Johnson Edge Preservation Change 3509754 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3509753 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3509752 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3509751 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3509750 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3509590 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3509589 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3509588 on 2017/06/26 by David.Ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor Change 3509455 on 2017/06/26 by Zak.Middleton #!ue4-orion - Fix overlap test stopping on first sub shape. Only the first shape was being considered when looping multiple shapes, for queries like ComponentOverlapComponent, which could affect the cached overlaps optimization in primitive movement code. Fixes regression from CL 3369875. #!rb Ori.Cohen, David.Ratti #!codereview David.Ratti #!tests MP PIE, Gideon's ult, overlaps against cylinder (with 4 sub shapes) #!jira OR-39780 Change 3509449 on 2017/06/26 by Frank.Fella Sequencer - Expose selection of tracks and sections for external use. #!tests Verified selection code works as expected with code in a future change. #!rb Max.Chen,Andrew.Rodham Change 3509406 on 2017/06/26 by Shaun.Kime Rework to the emitter graph to better support events. Undo/Redo works. Added a new NiagaraStackStruct value that embeds a struct details panel. #!rb none #!tests add/remove several events from Sparks script Change 3508540 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508539 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508538 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508537 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508536 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508535 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508534 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508533 on 2017/06/24 by Andrew.Grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none Change 3508482 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508481 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508480 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508479 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508478 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508477 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508476 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508475 on 2017/06/23 by Andrew.Grant BuildCookTest cleanup #!tests #!rb none Change 3508463 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508462 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508461 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508460 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508459 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508254 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508253 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508252 on 2017/06/23 by Andrew.Grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none Change 3508191 on 2017/06/23 by Olaf.Piesche fix missing space in hlsl gen for data set structs #!rb none #!tests compiled emitters Change 3508029 on 2017/06/23 by Olaf.Piesche More mesh emitter work; event fundamentals for GPU sim #!rb none #!tests example emitters Change 3507684 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507683 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507682 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507681 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507680 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507172 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507168 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507167 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507164 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507163 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507084 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3507083 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3507082 on 2017/06/23 by Andrew.Grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none Change 3506907 on 2017/06/23 by Zak.Middleton #!ue4-odin - Merge CL 3492200 from Dev-Framework (which also went to 4.16.2). Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Addresses long stall in texture streaming in UpdateResourceStreaming() fixed a different way in CL 3488249. Fixes other possible regressions from CL 3359561 that removed the Reset(...) entirely. #!rb Marc.Audy #!codereview Andrew.Grant #!tests PIE vs AI with minions Change 3506675 on 2017/06/23 by David.Ratti Adding additional, temporary logging for OR-39780 #!rb none #!tests editor Change 3506206 on 2017/06/22 by Frank.Fella Niagara - Stack styling tweaks, and fixes for layout changing when modifying values. #!tests Modifying values no longer makes the stack scrolling jump #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3505960 on 2017/06/22 by Zak.Middleton #!ue4-orion - Added StaticMesh CollisionComplexity to the AssetRegistry. It now appears as a column in the Content Browser and Asset Audit tool, as well as tooltips for the items in the CB. #!rb Ori.Cohen, Ben.Zeigler #!tests tested content browser and related tools above in Monolith2. Change 3505494 on 2017/06/22 by Zak.Middleton #!ue4-orion - Improved asset name gathering for 'Collision.ListObjectsWithCollisionComplexity' command from CL 3503816. #!rb none #!tests used command in various levels Change 3505382 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3505381 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3505379 on 2017/06/22 by Andrew.Grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none Change 3505235 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505234 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505233 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505231 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505123 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505122 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505121 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505120 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505119 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505113 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505112 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505111 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505110 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505109 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505106 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505103 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505102 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505099 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505098 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504913 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504911 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504908 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504907 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504906 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504887 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504886 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504885 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504884 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504883 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504837 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504836 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504835 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504834 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504833 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504547 on 2017/06/22 by Shaun.Kime Moving the building of error information into the base class. This will simplify the logic in the future. #!rb none #!tests Made errors and tested that new system works appropriately Change 3504493 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3504491 on 2017/06/22 by Andrew.Grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 #!QAReview please check OR-38012 is fixed in 41.1 #!tests none #!rb none #!review-3504492 @David.Ratti Change 3504129 on 2017/06/21 by Shaun.Kime Now only showing the subset of compiler error messages that are associated with that section. i.e. only showing spawn errors in the spawn section of the stack. #!rb none #!tests made errors and made sure the errors showed up in the right sections Change 3504071 on 2017/06/21 by Shaun.Kime Adding simple wrapper for the event handlers inline. Had to "cheat" and wrap the FNiagaraEventScriptProperties in an owning UObject and use PostInit/PostEdit/PreEdit to keep them synchronized since the originating object is a struct and not an object. Waiting on the emitter to be in a system to have a better UI than seting the GUID manually. #!rb none #!tests made edits in stack and watched the details update appropriately. #!ue4-orion - Added asset path to 'Collision.ListObjectsWithCollisionComplexity' command, and changed sort key to asset path. Will speed up tomorrow (slow for tens of thousands of entries right now). #!rb none #!tests used console command on map Change 3503717 on 2017/06/21 by Zak.Middleton #!ue4-orion - Improved logging for collision auditing. Removed a bunch of redundant string building to speed it up (use a map to cache values instead). #!rb Nick.Atamas #!tests ran console command in OrionEntry and Monolith2 Change 3503650 on 2017/06/21 by Andrew.Grant OUI - Fix for movable skylight shader missing on simple forward (low lighting quality mode) from Roland #!rb Marcus.Wassmer, Daniel.Wright #!tests none Change 3503597 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503595 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503594 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503593 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503591 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503588 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503587 on 2017/06/21 by Mieszko.Zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant Change 3503584 on 2017/06/21 by Mieszko.Zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503583 on 2017/06/21 by Mieszko.Zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503391 on 2017/06/21 by Shaun.Kime If calling a function with numeric parameters, we would get an error if two or more differed in terms of the numeric types that were resolved to. #!rb none #!tests recompiled several examples, added multiple random range using assets. Change 3503341 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503340 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503339 on 2017/06/21 by David.Ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 Change 3503156 on 2017/06/21 by Frank.Fella Niagara - Stack - Adjust margins of function inputs so that their labels indent more consistently and their values all line up correctly. #!tests checked alignment visually #!rb none Change 3503095 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503094 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503090 on 2017/06/21 by Andrew.Grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. #!review-3502889 @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none Change 3502972 on 2017/06/21 by Olaf.Piesche Missing file, some test assets #!rb none #!tests none Change 3502969 on 2017/06/21 by Frank.Fella Niagara - Missed in last check-in. #!tests none #!rb none Change 3502965 on 2017/06/21 by Zak.Middleton #!ue4-orion - Increase search radius for MostOpposingNormal. Fixes case where character movement cannot walk up steps of certain ramps. (Mirror CL 3490592 from Dev-Anim-Phys by Ori.Cohen). Bringing over now that Dev-Anim-Phys has passed promotion with the change. #!rb Ori.Cohen #!codereview Andrew.Grant #!tests Ran around Monolith and Monolith2 as Kallari, up and down various steps/ramps (as per UE-45935). #!jira OR-39611 (Update: added OR jira) Change 3502931 on 2017/06/21 by Frank.Fella Niagara - Stack updates + Refactor the way children are updated in the stack tree to make the api more consistent and easier to use. + Add expanders to renderer items and have them collapsed by default. + Add in a temporary expandable item to show the emitter properties in the emitter spawn script area. + Start with the graph and the properties panels hidden by default. + Move the stats to the stack. #!tests Verified the emitter properties are in the stack, verified that renderers are collapseable, and verified other parts of the stack update correctly with the update children refactor. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3502660 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3502659 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3502658 on 2017/06/21 by Daniel.Lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant Change 3502261 on 2017/06/20 by Jeff.Williams Merging //Orion/Main to Release-41.1 (//Orion/Release-41.1) #!rb none #!tests none Change 3502246 on 2017/06/20 by Jeff.Williams Populate -S //Orion/Release-41.1 -r. Change 3501911 on 2017/06/20 by Olaf.Piesche -mesh rendering -making GPU rand more random -test assets -couple of bug fixes #!rb none #!tests test assets, GPU and CPU sim, sprite and mesh rendering Change 3501633 on 2017/06/20 by Zak.Middleton #!ue4-orion - Add "Collision.ListObjectsWithCollisionComplexity <Complexity>" command. Complexity is one of: Default, SimpleAndComplex, UseSimpleAsComplex, UseComplexAsSimple. When listing 'Default', only those with settings explicitly set to 'Default' are listed. When listing anything other than 'Default', those matching either the requested complexity or default (if that is the same complexity) are listed. #!tests load monolith2 (and small maps), type console command #!rb none Change 3501297 on 2017/06/20 by Shaun.Kime Adding support for pre-change notification #!rb matt.kuhlenschmidt #!tests n/a Change 3501294 on 2017/06/20 by Shaun.Kime First round of supporting parameter store in UNiagaraComponent details panels. If the value is in the data store, it should be reflected in the UI. We keep track of which values are overwritten so that we can show the user. Multiple selection is not supported, nor are data interfaces. Tweaking values in the system graph panel doesn't carry over because those values aren't getting pushed to the scripts. #!rb none #!tests n/a Change 3500984 on 2017/06/20 by Alexis.Matte Fix crash when merging actor with one different material slot per LOD, this is a temporary fix since there is a refactor done in 4.17 that will replace this part of the code. #!jira UE-46166 #!rb jurre.debaare #!tests none Change 3500472 on 2017/06/20 by Frank.Fella Sequencer - Don't create a transaction when setting the fixed frame interval in initialize since it's not a user initiated change and because it can be called from undo which makes it impossible to actually undo. #!tests Verified that a non-undoable transaction isn't added on initialize anymore. #!rb Max.Chen Change 3499930 on 2017/06/19 by Andrew.Grant Merging clean-resolve files using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3499446 on 2017/06/19 by Andrew.Grant Non-unity compilation fixes #!tests compiled non-unity #!rb none Change 3499212 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3499211 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3499210 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3499209 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3499208 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3499207 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3499205 on 2017/06/19 by Andrew.Grant Locked network version to 3493863 #!ROBOMERGE: !Main #!rb #!tests na Change 3498856 on 2017/06/19 by Andrew.Grant Fix missing include #!tests compiling PS4 dev #!rb none Change 3498843 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3498842 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3498841 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3498840 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3498839 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3498780 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3498715 on 2017/06/19 by Laurent.Delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. #!codereview martin.wilson #!rb none #!test Coil Wing Additive Animation Change 3498668 on 2017/06/19 by Andrew.Grant Added additional info to warning Fixed BP warning in Justice_Drain #!test warning no longer occurs #!rb none Change 3498601 on 2017/06/19 by Andrew.Grant Better logging of errors #!tests compiled and verified offending asset is shone #!rb none Change 3498544 on 2017/06/19 by Andrew.Grant Added helper to check if the underlying asset exists #!tests ran in code with check() against package utils method #!rb none Change 3498319 on 2017/06/19 by Frank.Fella Niagara - Actually remove nodes from the graph when deleting modules from the stack, and also fix undo for delete, move up, and move down. #!tests Deleted modules and verified they were removed from the graph, also tested undo for delete, move up, and move down. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3498236 on 2017/06/19 by Andrew.Grant Bulk Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3498224 on 2017/06/19 by Shaun.Kime Making header public #!rb none #!test n/a Change 3496705 on 2017/06/16 by Shaun.Kime Removing files that accidentally made it in prior checkin. Adding missing file #!rb none #!tests n/a Change 3496702 on 2017/06/16 by Shaun.Kime Split settings into Niagara runtime and editor. Added ability to map keyboard chords and a left mouse press to shortcuts for creating nodes in the script editor as requested by Wyeth. Had to do a little reworking of the way we create the popup menu in order to test the types. This can be made better by having a customization that does the popup menu directly and allowing the user to select from there rather than having to know the underlying name directly. These are the currently checked in mappings, which are based on the material editor. Numeric::Add Key=A Numeric::Div Key=D Numeric::Pow Key=E If Key=I Numeric::Mul Key=M Numeric::Normalize Key=N Numeric::OneMinus Key=O float Key=One Vector2D Key=Two Vector Key=Three Vector4 Key=Four LinearColor Key=C #!rb none #!tests n/a Change 3496657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496656 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496655 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496654 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496653 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496645 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496627 on 2017/06/16 by Andrew.Grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none Change 3496550 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496549 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496548 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496547 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496546 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496545 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496543 on 2017/06/16 by Laurent.Delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none #!codereview andrew.grant #!tests compiles Change 3496028 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496027 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496026 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496025 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496024 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496010 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496009 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496008 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496005 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496004 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495920 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495916 on 2017/06/16 by Laurent.Delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. #!codereview lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. Change 3495689 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495668 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3495666 on 2017/06/16 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/DeckBuilder/OrionDeckBuilder_DeckCard.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/PostGame/OrionXPOverview.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/Tooltips/OrionHeroTooltip.cpp -------------------------------------- Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3495663 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3495657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3495651 on 2017/06/16 by Andrew.Grant Bumping script version again #!tests #!rb none Change 3495642 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495282 on 2017/06/16 by Andrew.Grant Merging fixes from 40.5 to Release-41 via Main #!tests #!rb none Change 3495204 on 2017/06/16 by Don.Eubanks Added HandEntryTooltip class and content, displayed when hovering a card in your hand in the Card Shop Right now the content of the tooltip (text etc) is created one time and remains static until you move off/back on the card, this will change in the future so that the content updates as gold counts update. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3495201 on 2017/06/16 by Andrew.Grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na Change 3495145 on 2017/06/16 by Shaun.Kime Missing file #!rb none #!tests n/a Change 3494899 on 2017/06/16 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) Hoping for another iterative build fix! #!rb none #!tests none Change 3494864 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494863 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494862 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494861 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494860 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494859 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494858 on 2017/06/16 by Andrew.Grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none Change 3494844 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494843 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494842 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494841 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494840 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494839 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494826 on 2017/06/16 by Andrew.Grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none Change 3494762 on 2017/06/16 by Andrew.Grant Bulk Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3494229 on 2017/06/16 by Max.Chen Sequencer: Refix Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #!jira UE-45737 #!rb none #!tests none Change 3493863 on 2017/06/15 by Daniel.Lamb Fixed up search path when using Iterative builds for BuildCookTest script. #!rb Andrew.Grant #!lockdown Andrew.Grant #!test Automation tool launch iterative build. Change 3493654 on 2017/06/15 by Daniel.Lamb Wrote some validation code (disabled by default) for the allocator stats. Fixed the return value of the GetAllocatorStats function. #!rb Andrew.Grant #!review @Andrew.Grant #!test Run PS4 in Test config. #!lockdown Andrew.Grant Change 3493621 on 2017/06/15 by Shaun.Kime Now showing toasts when adding attributes for the renderer. Auto-adding any missing items when adding renderer. #!rb none #!codereview frank.fella #!tests Made a blank script and added the sprite renderer in. Change 3493461 on 2017/06/15 by Shaun.Kime Made move up/down and delete notify graph needs recompile. #!rb none #!tests n/a Change 3493393 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493392 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493391 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493390 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493389 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493344 on 2017/06/15 by Shaun.Kime Simple error reporting for when the graph fails to compile. We'll want to do something more fine grained in the long run, but I wanted to get something in quick for now. #!rb none #!tests broke the stack by unplugging a param map pin and saw results. Change 3493264 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493263 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493262 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493261 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493260 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493104 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493101 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493098 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493097 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493094 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493061 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493058 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493057 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493056 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493055 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492962 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492961 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492960 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492957 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492955 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492927 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492911 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492844 on 2017/06/15 by Shaun.Kime Renderers will now complain about missing items, with a button to fix them. Moving many of our modules to the Set XXXX paradigm with dynamic inputs to drive them. Moved curves out into their own cpp/h files as they were getting too complicated to manage otherwise. Added a 2D curve and a 4D curve. #!rb none #!codereview frank.fella #!tests ported standard test cases over Change 3492595 on 2017/06/15 by Andrew.Grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct #!review-3492596 @Daniel.Lamb #!rb none Change 3492577 on 2017/06/15 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) @3490764 #!rb none #!tests compile Change 3492448 on 2017/06/15 by Jason.Bestimt #!ORION_DG - Reverting sharing of movie tracks from NickD as it conflicted with sequencer changes. He'll give us a better fix soon NOTE: Left the optimization in 41/MAIN so we have to time to find a proper fix, but get to keep the memory savings #!RB:none #!Tests:none #!CodeReview: andrew.grant, daniel.lamb, nick.darnell Change 3492437 on 2017/06/15 by Laurent.Delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson #!codereview james.golding, michael.noland #!test batch anim compression and comparative tests Change 3492423 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492422 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492421 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492420 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492419 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492365 on 2017/06/15 by Dan.Hertzka First general improvement pass on new card system - FCardDataRow members are now typed properties and resolved on import - Row is also now responsible for registering the cooldown tags for a given card - the actual McpCardItemDefinition never fusses with cooldown stuff - Properties populated by the data table are transient, but editable. This enables local dev tinkering without needing a whole duplicate data row (also lets us get it out of the card def header) - All cards automatically update their properties whenever the cards data table is reimported - Created FGameplayCurrencyBundle to simplify tracking and transactions for the 4 currencies involved in buying cards - Simplified several other APIs as a result, especially OrionGameplaySet - Moved trait checks into the CardInstance. If/when this becomes information that we need in the frontend, I'll likely establish an enum for the various traits and map those to the respective tag. - Added the ability to add a transient GamplayTag on the fly when in the editor (to enable testing of card properties that diverge from the data table info) - Removed "GemBranch" suffix from gem branch enum entries - Converted pointers to references where possible #!rb Matt.Schembari #!tests Reimported cards table; OrionEntry PIE purchasing, selling, and using cards Change 3492300 on 2017/06/15 by Andrew.Grant Merging from Main using ROBO://Orion/Main->//Orion/Dev-UI #!tests compiled #!rb none Change 3492174 on 2017/06/15 by David.Ratti Reinvoke the WhileActive gameplay cue event on respawn for all active, non inhibited GEs #!review-3492175 Jon.Lietz #!rb none #!tests pie Change 3491859 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491855 on 2017/06/15 by Mieszko.Zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path Change 3491815 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491814 on 2017/06/15 by Andrew.Grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none Change 3491759 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3491745 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3491735 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3491699 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3491609 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491606 on 2017/06/15 by Andrew.Grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none Change 3491047 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491046 on 2017/06/14 by Mieszko.Zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path Change 3490764 on 2017/06/14 by Jeff.Williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile Change 3490704 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490703 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490700 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490699 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490698 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490564 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490563 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490562 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490561 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490560 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490559 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490558 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490557 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490556 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490555 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490419 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3490416 on 2017/06/14 by Andrew.Grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none Change 3490033 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490031 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490028 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490027 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490024 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489823 on 2017/06/14 by Andrew.Grant Fixed for OR-39522 (marked properties as BP ReadWrite) #!jira OR-39522 #!tests ran editor, compiled original BP #!rb none Change 3489813 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489812 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489771 on 2017/06/14 by Laurent.Delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. Change 3489765 on 2017/06/14 by Laurent.Delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. Change 3489512 on 2017/06/14 by Daniel.Lamb Fix for malloc stats. #!rb Andrew.Grant #!test paragon perftest ps4 #!lockdown Andrew.Grant Change 3489472 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489471 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489470 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489469 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489468 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489467 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489466 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489465 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489464 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489463 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489462 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489461 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489458 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489457 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489456 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489455 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489454 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489274 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489273 on 2017/06/14 by Laurent.Delayen More Anim Compression Fixes: - Fixed frame->time error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. #!codereview lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. Change 3488760 on 2017/06/14 by Frank.Fella Niagara - In stack object editing + Add a new stack entry for displaying a details panel inline. + Chage the data interface editing to use the stack object. + Add the ability to add and delete renderers. + Add a details panel inline for renderers. #!tests Edited data interfaces inline, added/removed renderers, edited renderers inline. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3488137 on 2017/06/13 by Andrew.Grant Improved Gauntlet logging about build validity #!tests ran boot test #!rb none Change 3488079 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488078 on 2017/06/13 by Daniel.Lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE: MAIN, 41 Change 3488076 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488073 on 2017/06/13 by Daniel.Lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!ROBOMERGE: MAIN, 41 #!lockdown Andrew.Grant Change 3488044 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3488041 on 2017/06/13 by Andrew.Grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none Change 3487260 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3487259 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3487258 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3487257 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3487256 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3487255 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3487254 on 2017/06/13 by Laurent.Delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression Change 3486889 on 2017/06/13 by Andrew.Grant Last chopper out of Dev-Gen #!tests compiled #!rb none Change 3486744 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3486743 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3486742 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3486739 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3486738 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3486737 on 2017/06/13 by Jason.Bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. #!CodeReview: nick.darnell, daniel.lamb, andrew.grant #!QAReview Change 3486471 on 2017/06/13 by Andrew.Grant Final bulk merge from Dev-Gen for v42 timeframe #!tests #!rb na Change 3486252 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!rb #!tests na Change 3486153 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3485963 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3485949 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3485650 on 2017/06/12 by Olaf.Piesche changing check() to ensure, so DIs that have no GPU implementaiton yet don't crash on compile #!rb none #!tests example emitters Change 3485608 on 2017/06/12 by Frank.Fella Niagara - Data interface editing changes. + Edit data interfaces directly in the stack. (UI Layout isn't great and will be fixed in a future check in.) + For data interface objects which have a default value in the module/dynamin input, the details panel is locked and there is a button to unlock it. Unlocking it makes a copy of the data interface from the script in the local emitter for editing. + All curves are now displayed in the curve editor since the stack doesn't have a way to select them to edit in the stack. This will be fixed later, in the short term the curve editor has buttons to hide/show curves. #!tests Edited curve data interfaces in the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3485578 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) - pickup of late Dev-Gen changes #!rb none #!tests compiled Change 3485569 on 2017/06/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3485568 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3485568 on 2017/06/12 by Andrew.Grant Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE: !40.5 Change 3485432 on 2017/06/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3485368 on 2017/06/12 by Andrew.Grant Changed UEnumProperty::ImportText_Internal to return nullptr if the value cannot be matched to an enum name. This allows higher level code to more appropriately warn or handle the error (as UObject::LoadConfig already does). #!tests verified error is generated and handled #!rb Steve.Robb Change 3485297 on 2017/06/12 by Olaf.Piesche -fix memory stomp and resulting crash with GPU side curl noise DI -add GPU side functionality to the other curve DIs -some more sample assets #!rb none #!tests example emitters opened Change 3484848 on 2017/06/12 by Andrew.Grant Files that required merging from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484847 on 2017/06/12 by Andrew.Grant Files that merged cleanly from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484839 on 2017/06/12 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) @3484136 #!rb none #!tests none Change 3484734 on 2017/06/12 by Ben.Marsh EC: Prevent invalid URLs being posted for badges if the dependent job steps failed to start. #!fyi Daniel.Lamb #!rb none Change 3484682 on 2017/06/12 by Olaf.Piesche -GPU sim data interfaces, part 1; will update the remaining curve interfaces soon -fix rendering bug (flickering) with CPU simulated particles #!rb none #!tests test emitters Change 3484195 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3484136 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484151 on 2017/06/11 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) #!rb none #!tests none Change 3484136 on 2017/06/11 by Jeff.Williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile Change 3484120 on 2017/06/11 by Jeff.Williams Populate -S //Orion/Release-41 -r. Change 3484080 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484079 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484078 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484077 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484072 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484071 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484070 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484069 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484015 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3484014 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3484013 on 2017/06/11 by Andrew.Grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none Change 3483835 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483834 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483833 on 2017/06/10 by Andrew.Grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none Change 3483811 on 2017/06/10 by Andrew.Grant Added incremental cook location to search paths for Gauntlet #!tests compiled #!rb none Change 3483729 on 2017/06/10 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Fortnite/Tests/FortTest.None.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Framework/Gauntlet.TestExecutor.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealApplication.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealTypes.cs -------------------------------------- Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483727 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483726 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483725 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483723 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483722 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483721 on 2017/06/10 by Andrew.Grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none Change 3483622 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483621 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483620 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483619 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483618 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483617 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483616 on 2017/06/10 by Andrew.Grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 Change 3483430 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483429 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483428 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483427 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483425 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483424 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483423 on 2017/06/09 by Andrew.Grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none Change 3483301 on 2017/06/09 by Laurent.Delayen Ghost: Added 'InstantFaceForward' system to snap shooting characters forward when they're turned beyond a configurable threshold. #!rb michael.shin, jay.hosfelt #!tests Ghost Change 3483269 on 2017/06/09 by Zak.Middleton #!ue4-orion - (EditMerge CL 3468253) Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts. #!tests multi-PIE w/ bots and AI #!codereview Andrew.Grant #!rb Ori.Cohen Change 3483225 on 2017/06/09 by Laurent.Delayen Recompressed Animations: Buffs, BaseHero and miscs animations. #!codereview dwayne.martin Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle [CL 3571062 by Andrew Grant in Main branch]
2017-08-03 14:06:31 -04:00
if (bAbsolute)
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3564337) #lockdown Nick.Penwarden #rb na Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564585 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564584 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564583 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564582 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564580 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564579 on 2017/07/31 by Ben.Salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. Change 3564513 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564512 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564511 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564510 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564507 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564506 on 2017/07/31 by Laurent.Delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). #!codereview jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. Change 3564384 on 2017/07/31 by Shaun.Kime Now have a System Life Cycle module that looks for all the emitters being dead and then disables itself. This also triggers the reset of the simulation. GPU particles seems to have degraded after the spawn rate. Emitters now reset when there are no particles. Systems now reset when the state is Dead or Disabled, so you'll need to add a System Life Cycle component to have proper looping behavior for a system. #!rb none #!tests updated hypnotizer and other scripts Change 3564012 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564009 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564008 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564007 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564006 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564005 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564003 on 2017/07/31 by Laurent.Delayen Added console command to disable URO interpolation. #!codereview martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. Change 3563538 on 2017/07/30 by Frank.Fella Niagara - Stack data interface editing fixes + When a data interface object is modified by the stack, refresh the curves UI and re-initialize the simulation. + Generate better names for the inputs used by data interfaces. #!Tests The curve UI and simulation update correctly when modifying the curve data interfaces in the stack and the generated inputs for data interfaces have better names. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563537 on 2017/07/30 by Frank.Fella Niagara - Fix the background color for stack errors. #!Tests Stack errors are no longer white. #!rb none Change 3563531 on 2017/07/30 by Frank.Fella Niagara - Generate stack spacer keys more safely to prevent list view crashes. #!Tests adding an emitter spawn module no longer crashes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563518 on 2017/07/30 by Frank.Fella Niagara - Give parameter map error log message more context #!Tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563384 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563383 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563382 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563381 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563380 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563379 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563375 on 2017/07/29 by Andrew.Grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none Change 3563307 on 2017/07/29 by Frank.Fella Niagara - Stack UI Rework + Refactor most of the stack layout code to make things more consistent and to make future features possible. + Add a hover cue for item rows. + Add icons for the different types of inputs. + Make inputs collapsible. + Move the pin buttons to the right side of the name column to prevent visual clutter with the expanders. + Make the module splitter visible and add a correct hover cue. #!Tests Stack functions correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563305 on 2017/07/29 by Ben.Salem Add Shallow FX Test node to gauntlet and to orionbuild. Also switched Dev-Gen to being the Deep Test branch instead of dev-ui. #!rb none #!tests Ran a test of the new node, preflighted orionbuild.xml changes. Change 3563205 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563204 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563203 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563202 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563201 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563200 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563199 on 2017/07/29 by Andrew.Grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none Change 3563187 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563186 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563185 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563184 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563183 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563182 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563181 on 2017/07/29 by Andrew.Grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none Change 3562983 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562982 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562981 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562980 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562979 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562978 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562977 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562976 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562975 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562974 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562973 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562970 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562969 on 2017/07/28 by Dan.Hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [OR-41642] - Alpha is no longer applied to the chest tooltips. Also, the chests on the edge won't have their tooltip clip off the screen. #!review-3562971 @Nick.Darnell, @Don.Eubanks #!fyi Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) #!QAReview Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place Change 3562966 on 2017/07/28 by Andrew.Grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none #!review-3562967 @daniel.lamb #!tests LoadTest locally on cooked data on PS4/Win64 Change 3562965 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562964 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562963 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562962 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562961 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562960 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562959 on 2017/07/28 by Andrew.Grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none Change 3562136 on 2017/07/28 by Shaun.Kime Changing the version so that old assets will recompile and regenerate their spawn attribute table #!rb none #!code.review simon.tovey #!tests opened asset and made sure it compiled on load Change 3560805 on 2017/07/28 by Simon.Tovey - Programmable spawning All spawning controlled by creating a FNiagaraSpawnInfo attribute. Any of these attributes in an emitter will feed one spawn script run. - Fixed issue with HLSL and register table layout not matching for structs correctly. - Removed some vestigial code. - Temporarily commenting out references to burst in the UI until we can hook them back up. - Removed direct ref to emitter handle in emitter instances with an EmitterIndex in their parent. More broadly useful and can be used to access emitter handle. - Fixed a couple of issues breaking interpolated spawning. - Updated default emitter and the hypnotiser to new spawning method. #!rb none #!tests Tested new default emitter and a few others. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3560376 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560375 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560374 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560373 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560372 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560370 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560367 on 2017/07/27 by Stephan.Jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE Change 3560196 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560192 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560188 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560186 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560185 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560183 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560180 on 2017/07/27 by Daniel.Lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client Change 3560131 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560130 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560129 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560128 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560127 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560126 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560123 on 2017/07/27 by Ori.Cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none Change 3559908 on 2017/07/27 by Aaron.McLeran Fixing compile error #!tests none #!rb none #!codereview Andrew.Grant Change 3559674 on 2017/07/27 by Shaun.Kime Now batching up the shader constants into another data set for System/Emitter graphs. #!rb Simon.Tovey #!tests ran multiple copies of Hypnotizer and made sure that they obeyed the emitter lifetime module outputs. Change 3559527 on 2017/07/27 by Aaron.McLeran #!jira UE-45483 Integrating fix to //Orion/Dev-General #!rb none #!tests none Change 3559284 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559283 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559282 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559281 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559280 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559254 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559253 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559252 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559251 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559250 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559192 on 2017/07/27 by Shaun.Kime Removing compile on load for standalone functions. #!rb none #!tests n/a Change 3559115 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559111 on 2017/07/27 by Laurent.Delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets Change 3559060 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559043 on 2017/07/27 by Jon.Lietz compile fix #!rb none #!test compiles #!review-3559054 @Daniel.Lamb Change 3558928 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3558927 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3558926 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3558923 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3558921 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3558919 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3558917 on 2017/07/27 by Daniel.Lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None Change 3558264 on 2017/07/27 by Wyeth.Johnson Pondering update Change 3558206 on 2017/07/27 by Jurre.deBaare HLOD: Need to be able to disable auto-LOD generation on meshes in a BP #!fix added flag to PrimitiveComponent to disable certain BP components to be excluded from HLOD generation, and also not have a LODParent primitive set #!jira UE-47711 #!rb Benn.Gallagher #!Tests generate HLOD clusters with enabled/disabled components and actors Change 3558200 on 2017/07/27 by Jurre.deBaare Crash rebuilding HLOD cluster #!fix Simplygon returns an empty mesh if the input is not overlapping the culling (landscape) mesh, so added bound check for input vs landscape to prevent this situation #!misc Added error when Simplygon returns an invalid raw mesh after processing #!jira UE-47709 #!rb Benn.Gallagher Change 3558116 on 2017/07/27 by Wyeth.Johnson Roughed in drag, while pondering physical correctness or lack therof Change 3557918 on 2017/07/27 by Simon.Tovey ~2x speed up of niagara compilation. Set of visited nodes in numeric fix up viistor was becoming massive and spending about half the total compile time just ensuring we'd not visited a node before. Moved over to a slightly clunkier but faster method of using a visitor ID on the node itself. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime #!rb none #!tests tested several emitters. Seems to work Change 3557439 on 2017/07/26 by Olaf.Piesche Replicating CL3557068 Adding a configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #!rb marcus.wassmer #!tests QAGame Change 3556915 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556914 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556913 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556912 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556911 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556910 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556903 on 2017/07/26 by Daniel.Lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked Change 3556592 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556591 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556590 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556589 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556588 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556587 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556570 on 2017/07/26 by Andrew.Grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. Change 3556239 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556238 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556237 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556236 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556235 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556229 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556226 on 2017/07/26 by David.Ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie #!review-3556227 @Daniel.Lamb Change 3556163 on 2017/07/26 by Frank.Fella Niagara - Rework the system toolkit so that it can edit stand alone emitters and systems. This allows the use the attribute spreasheet and system views when editing emitters and enables inspecting and editing the emitter graphs (for debug purposes) when editing systems. #!Tests Verified general system and emitter editing functionality. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3556104 on 2017/07/26 by Jian.Ru Changed OpacityConst and OpacityMaskConst default to 1.0 to prevent HLOD meshes from disappearing Change 3555992 on 2017/07/26 by Frank.Fella Niagara - Fix a bug when deleting dynanmic inputs which would leave the graph broken. #!Tests Removing a dynamic input now leaves the graph in a vaild state. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3555991 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555988 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555984 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555983 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555982 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555896 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555778 on 2017/07/26 by David.Ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie Change 3555726 on 2017/07/26 by Frank.Fella Niagara - Don't clear keyboard focus on commit for float and int value editors. #!Tests keyboard focus is no longer cleared. #!rb none Change 3555668 on 2017/07/26 by Frank.Fella Niagara - Fix a bug in the hlsl translator where multiple dynamic input usages were not genering unique code like modules. #!Tests Multiple dynamic input usages generate correct code. #!rb Shaun K. Change 3555188 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555187 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555186 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555185 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555184 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555088 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555053 on 2017/07/26 by Andrew.Grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none Change 3554987 on 2017/07/26 by Simon.Tovey Fixed register table / hlsl mismatch #!rb none #!tests Scripts with compound structs containing ints now work correctly. #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3554672 on 2017/07/25 by Olaf.Piesche More PS4 cooking/launching fixes #!rb none #!codereview simon.tovey,frank.fella,shaun.kime #!tests cook PS4 Change 3554407 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3554406 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3554405 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3554404 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3554403 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3554400 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3554397 on 2017/07/25 by Andrew.Grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none Change 3554394 on 2017/07/25 by Wyeth.Johnson Mooooore modules work Change 3553557 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3553556 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3553555 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3553554 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3553553 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3553552 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3553548 on 2017/07/25 by Andrew.Grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none Change 3553261 on 2017/07/25 by Frank.Fella Niagara - Added some editor only delegates so that we can handle the niagara system instance creation and destruction more consistently. Also removed the get on create functionality when getting the system instance from the component. #!Tests Verified that the system instance is now valid when opening the system and emitter editors. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3553018 on 2017/07/25 by Frank.Fella Niagara - Remove a check which was causing crashes when executing an empty script. We probably shouldn't execute these at all, but that can be a future optimization. #!Tests Empty scripts no longer crash when executed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552872 on 2017/07/25 by Frank.Fella Niagara - Allow setting system parameters in the system scripts and tweak the IsValid() logic on systems and scripts so that systems with empty system scripts can still run. #!Tests Empty system scripts now run, and invalid system scripts no longer try to simulate and cause a crash. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552115 on 2017/07/24 by Olaf.Piesche More compile errror fixes for Clang #!rb none #!codereview Simon.Tovey #!tests build Win64 and PS4 Change 3551601 on 2017/07/24 by Wyeth.Johnson Some debug stuff Change 3551581 on 2017/07/24 by Frank.Fella Niagara - Make the simulation tolerate float inaccuracies a little better when updating using desired age. #!Tests Simulations no longer reset every frame when paused. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3551454 on 2017/07/24 by Wyeth.Johnson test for frank Change 3551387 on 2017/07/24 by Daniel.Lamb Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 Change 3551377 on 2017/07/24 by Daniel.Lamb When you run from launch build it always puts notimeouts on the commandlines #!rb Trivail #!test Cooked paragon ps4 Change 3551370 on 2017/07/24 by Daniel.Lamb Added option to dump all the scalability options which were applied. #!rb Trivial #!test Cooked paragon Change 3551101 on 2017/07/24 by Bart.Hawthorne Remove the call to UDemoNetDriver::TickCheckpoint inside UDemoNetDriver::SaveCheckpoint. There was an edge case where if the partial bunch reliable threshold was hit, since this call is outside the normal tick flow, the connection didn't have a chance to internally ack the packets, so the actor might not replicate out to the checkpoint since the channel was waiting for them to still be ack'd. #!codereview ryan.gerleve #!rb none #!tests saved and loaded replay Change 3551058 on 2017/07/24 by Shaun.Kime Removed logging code #!rb none #!tests n/a Change 3550968 on 2017/07/24 by Wyeth.Johnson Some more tests Change 3550806 on 2017/07/24 by Shaun.Kime Basic lifetime in place for solo emitters. #!rb none #!test modified Hypnotizer asset to have two loops then ultimately a reset at 15 sec. Change 3550785 on 2017/07/24 by Frank.Fella Niagara - Fix a crash when opening the system editor related to moving the stack to it's own module. #!tests no longer crashes. #!rb none Change 3550137 on 2017/07/23 by Frank.Fella Niagara - Create a separate module for niagara editor widgets and move the stack UI there. This enables hot reloading for faster UI iteration. #!tests Verified that hot reloading works for the stack UI. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3549581 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3549580 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3549579 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549578 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3549577 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3549576 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3549564 on 2017/07/22 by Andrew.Grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none Change 3549546 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... via CL 3549545 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3549545 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3549544 on 2017/07/22 by Andrew.Grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none Change 3549542 on 2017/07/22 by Andrew.Grant Merging latest from //Orion/Main to Release-42 #!tests #!rb none Change 3549530 on 2017/07/22 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3549505 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3549101 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549488 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3549423 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3549404 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3549101 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3549055 on 2017/07/21 by Frank.Fella Niagara - Move stack editor data to it's own class so that the system and emitter sub-stacks can have their own copies since they are in different graphs and the system is shared among all emitter stacks. #!Tests various stack functionality which is stored in the editor data. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3548983 on 2017/07/21 by Olaf.Piesche Re-adding inadvertantly deleted IsValid function to FNiagaraDataSetIterator. Oops. Should fix Wyeth's current crash opening assets. #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests none Change 3548810 on 2017/07/21 by Bart.Hawthorne Don't replicate the WorldSettings Pauser property out to replays - this causes the pause button to automatically get pressed (since it checks the pauser property for its state). #!jira OR-41516 #!rb none #!codereview ryan.gerleve #!tests watched a live replay and paused it from the match, also used the pause button normally in a regular replay Change 3548740 on 2017/07/21 by Bart.Hawthorne - Added an OnRep for the Pauser member on the WorldSettings so code can get notified for when the server becomes paused - Hooked up the HUDContext and Escape Menu Widget to the WorldSettings Pauser OnRep so that the pause game button text can update appropriately #!codereview ryan.gerleve, cody.haskell #!rb none #!tests paused and unpaused game in a live match and tested pausing in a replay Change 3548656 on 2017/07/21 by Olaf.Piesche Changing const statics with class-scope initialization to class-scope enum to make compile on Clang #!rb none #!codereview shaun.kime,frank.fella,simon.tovey #!tests builds, editor, sample assets Change 3548395 on 2017/07/21 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-42 (//Orion/Release-42) Change 3548394 on 2017/07/21 by Ben.Salem Add flavor of build to FX Perf report mail. Also, add -localmailer flag to FXtests to allow for reports to be sent out from tests run locally. #!rb none #!tests Ran a pass with the -localmailer flag enabled and mail sent out properly. Change 3548382 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548285 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548098 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3548095 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548092 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548090 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3548082 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main #!tests #!rb none Change 3548077 on 2017/07/21 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3547577 on 2017/07/20 by Olaf.Piesche -various build problems for non-editor builds fixed -almost there -editor should still build and run fine; PC game and PS4 are building save for one more error #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests editor Change 3547495 on 2017/07/20 by Shaun.Kime Checkpointing code for liftetime management of emitters. Moved everything to new enum ENiagaraExecutionState. More work on EmitterLifetime module. Added the count for number of alive emitters and emitter particle counts to appropriate emitter and system script execution. Still need to implement for batched system scripts. Fixed up enums so that they can be assigned using numerics so that we can use in ==/!=/etc. #!rb none #!tests n/a Change 3547204 on 2017/07/20 by Thomas.Ross Compile all blueprints commandlet #!rb Andrew.Grant #!tests Local command line, Electric Commander Change 3546884 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3546847 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none Change 3546620 on 2017/07/20 by Simon.Tovey Adding integer random to fix wyeths random issues. #!rb none #!tests random range now works. Exisiting randoms work Change 3546539 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... via CL 3546538 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3546538 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3546537 on 2017/07/20 by Andrew.Grant Version locking to 3537225 #!ROBOMERGE: !41.4 #!tests #!rb none Change 3546417 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546416 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546415 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546414 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546413 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546399 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3546344 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546343 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546342 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546341 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546340 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546335 on 2017/07/20 by Andrew.Grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none Change 3546201 on 2017/07/20 by Andrew.Grant AsyncLoading fix from UE4/Main #!tests compiled #!rb Gil.Gribb Change 3545394 on 2017/07/19 by Shaun.Kime Missing header #!rb none #!tests n/a Change 3545391 on 2017/07/19 by Shaun.Kime Added an HLSL code viewer to Niagara scripts in the system panel. #!rb none #!tests n/a Change 3545250 on 2017/07/19 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3545029 on 2017/07/19 by Daniel.Lamb Merging 3474537 //UE4/Dev-Rendering/Engine/Source/... to //Orion/Dev-UI/Engine/Source/... #!test Paragon editor rebuild lighting Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) #!rb Phillip.Kavan, Zak.Middleton Change 3544816 on 2017/07/19 by Wyeth.Johnson Moduleiteration Change 3544763 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast #!rb none #!tests n/a Change 3544762 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast. #!rb none #!tests n/a Change 3544587 on 2017/07/19 by Dan.Oconnor Hardening for edge case in blueprint loading. This if statement will be removed entirely in Dev-Framework #!rb Phillip.Kavan #!rnx #!jira OR-38176 #!fyi Ben.Zeigler #!tests:PIE Change 3544082 on 2017/07/19 by Andrew.Grant Duplicating 3531450 to address OR-41160 #!tests compiled #!rb Chris.Bunner Change 3543964 on 2017/07/19 by Bart.Hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve #!fyi cody.haskell #!tests paused match several times and check that pause text got updated Change 3543522 on 2017/07/18 by Wyeth.Johnson Added some comments to spawn location script Change 3543419 on 2017/07/18 by Olaf.Piesche Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) Code only; OrionGame still to be merged #!rb none #!codereview simon.tovey shaun.kime frank.fella #!tests sample niagara assets Change 3543302 on 2017/07/18 by Brian.Fasten Fix for include paths/ #!rb Daniel.Lamb #!test Paragon editor compile Change 3543200 on 2017/07/18 by Andrew.Grant Fixed another formatting error #!tests compiled #!rb none Change 3543120 on 2017/07/18 by Andrew.Grant Fixed extra format specifier #!tests compiled #!rb daniel.lamb Change 3543066 on 2017/07/18 by Wyeth.Johnson First pass at a real Niagara module. Sphere spawning checked in, supports radius, XYZ transform, Nonuniform scale, two different density distributions, and hemispherical culling. Points of debate are: how and what to hide behind switches How to generalize the density function. curve lookup? dynamic input? What is fast, cheap, and useful Need for static switching for optimization Need for dynamic exposure/collapse of options based on those switches Need to bubble up autopinned stuff to the stack, leave the rest collapsed Commenting style, node layout style, numeric pins use (convert to type, vs. leave numeric through as much as possible) Change 3542935 on 2017/07/18 by Olaf.Piesche -More events work; spawn events for GPU sim -bit of cleanup, more needed -PS4 shader compilation and cooking now working -Fixed the bug that made it so a manual recompile was needed to get a GPU simulated emitter to run #!rb none #!tests example assets Change 3542926 on 2017/07/18 by Frank.Fella Niagara - Missed in last checkin. #!tests none #!rb none Change 3542914 on 2017/07/18 by Andrew.Grant Removed hack, changed material warning to ASSET_LOG #!tests compiled #!rb none Change 3542889 on 2017/07/18 by Ori.Cohen Exposed an inertia scale for body instances #!rb Lina.Halper #!tests none Change 3542861 on 2017/07/18 by Andrew.Grant Fix for compile issue in non-shipping #!tests compiling #!rb none Change 3542835 on 2017/07/18 by Frank.Fella Niagara - Stack UX improvements + Can now navigate to dynamic input and module assets by double clicking on them in the stack. Currently only works in the emitter editor since we deep copy the graph and lose the asset references. + Can now collapse stack groups with a button. + Curves should always show up in the curve editor now. Custom seleciton is coming later. + Prevent duplication of output nodes since they can't be deleted. #!tests Verified new stack functionality and output node duplication. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3542816 on 2017/07/18 by Wyeth.Johnson Sphere V2 Change 3542798 on 2017/07/18 by Simon.Tovey Fix for crash Wyeth is seeing. #!rb none #!tests fixes crash. Change 3542787 on 2017/07/18 by Andrew.Grant Added UE_ASSET_LOG macro and moved some current warnings in Orion to UE_ASSET_LOG UE_ASSET_LOG is intended to provide a means of emitting asset-related logging in a consistent format that can be parsed by CIS jobs and tools. Currently there is a single option (AssetLogShowsDiskPath, true by default) but this could be expanded to provide additional options. The asset argument can be a UObject pointer or a const TCHAR* to a path. Package paths (/Game/Path/Foo.uasset), object paths (/Game/Path/Foo.Foo) and relative paths (..\..\..\OrionGame\Foo\Foo.uasset) are all supported. Usage: E.g UE_ASSET_LOG(LogMaterial, Warning, Material, TEXT("Failed to compile material")); UE_ASSET_LOG(LogMaterial, Warning, *Material->GetPathName(), TEXT("Failed to compile material")); #!tests ran locally with a selection of different asset arguments #!rb Ben.Marsh #!review-3542499 @Ben.Marsh Change 3542648 on 2017/07/18 by Jon.Lietz needed file #!rb none #!tests compiles Change 3542600 on 2017/07/18 by Cody.Haskell Work on adding pause feature to escape menu. use -fakecustom on the command line to make the menu option come up in non-custom matches for testing #!codereview Bart.Hawthorne #!tests Golden Path #!rb none Change 3542560 on 2017/07/18 by Jon.Lietz first pass moving cards in world from BP to native - fixed issue with active items - fixed a crash inside the engine with actor sequence component - fixed an issue with the Ability system comp upadting shadow plane vision based on vision manager that might not have updated yet. #!rb none #!tests cards now no longer show up if the user is in shadow plane and the viewer's team does not have vision on them. Change 3542543 on 2017/07/18 by Simon.Tovey A bit of improved log spam for VM backend #!rb none #!tests none Change 3542235 on 2017/07/18 by Wyeth.Johnson Two separate implementations of sphere spawning, working on 3rd before eval Change 3542102 on 2017/07/18 by Simon.Tovey Fixed bug in bytecode generation due to incorrect temp register allocation. #!rb none #!tests Wyeths test case now works + some other emitters tested still working. Keeps around the last HLSL translation generated. #!rb none #!tests n/a Change 3541991 on 2017/07/18 by Shaun.Kime Fix for making sure that the cube map selected for the profile is loaded from disk between editor runs. #!rb none #!tests opened editor, changed profile's cube map, then closed settings editor to save, exited app, restarted and verified that the cube map is the same Change 3541819 on 2017/07/18 by Andrew.Grant Better logging for warning #!tests #!rb none Change 3541178 on 2017/07/17 by Ori.Cohen Fix jitter with hair in rigid body node caused by bad contact offset. #!rb none #!tests none Change 3541059 on 2017/07/17 by Daniel.Lamb Fixed issue with volatile string names being used as the key for TMap. #!rb Jason.Bestimt #!test Paragon Client #!jira OR-41135 Change 3540970 on 2017/07/17 by Wyeth.Johnson test emitters for modules Change 3540948 on 2017/07/17 by Ben.Salem Add comma separated hero list support to FXTest Gauntlet node. #!rb none #!tests compiled and passed in a 2-person comma separated list. Change 3540875 on 2017/07/17 by Ben.Salem Enable SoloSmokes to back up logs after tests run. #!rb none #!tests Ran smoke pass today. Change 3540561 on 2017/07/17 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) #!rb Lina.Halper #!tests none Change 3540529 on 2017/07/17 by Andrew.Grant Disable screenshots #!tests compiled #!rb none Change 3540108 on 2017/07/17 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #!rb David.Hill #!tests none Change 3539847 on 2017/07/17 by Wyeth.Johnson Fixing up redirects in Niagara content plugin folder Change 3539554 on 2017/07/17 by Don.Eubanks Added Deck Descriptions to Deck Selection Screen - Set basic / placeholder descriptions for all 6 starter decks to include Attribute names Added "bAllowRightClickScrolling" to SScrollBox and UScrollBox to control whether or not holding the right mouse button will allow scrolling. - Disabled for Deck Selector scroll box. #!rb none #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 #!review-3539555 matt.schembari dan.hertzka philip.buuck #!fyi dan.hertzka - Hope I'm not out of line adding this feature to SScrollBox, didn't see any other way to disable it (MouseWheel already a similar feature driven by an enum) Change 3539506 on 2017/07/16 by Andrew.Grant REsolved files from Main after Dev-UI merge #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_Balance/OrionGame/Content/Blueprints/AbilityRangedMacros.uasset -------------------------------------- Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3539483 on 2017/07/16 by Don.Eubanks Backing out changelist 3539458 per andrew.grant's request as it can cause a crash on project generation. #!rb none #!tests Compile DebugGame Editor Win64 Change 3539458 on 2017/07/16 by Andrew.Grant Combined rules for Orion targets into common base class to remove some inconsitencies and provide easier editing #!tests BuildCookTest locally, preflighted with tests #!rb none #!review-3539459 @daniel.lamb, @david.ratti Change 3539386 on 2017/07/16 by Andrew.Grant Disabled screenshots on 'None' test #!tests #!rb none Change 3539383 on 2017/07/16 by Andrew.Grant Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-IWYU (//Orion/Dev-IWYU) Change 3539374 on 2017/07/16 by Andrew.Grant Gauntlet - Added timeout to PS4DevkitUtil commands #!tests ran test locally #!rb none Change 3539174 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3539156 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3539146 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3539142 on 2017/07/15 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3539129 on 2017/07/15 by Andrew.Grant Added an ensure on render-target size to catch bad data earlier #!tests ran with some bad data :) #!rb none Change 3539094 on 2017/07/15 by Andrew.Grant Fixed log location not being written out to report #!tests none #!rb none Change 3539009 on 2017/07/15 by Andrew.Grant Moved perf extraction into the SoakTest node Now generate perf values for ShortSoloGame #!tests ran locally #!rb none Change 3538990 on 2017/07/14 by Andrew.Grant Made gif's work for editor-based tests #!tests ran locally #!rb none Change 3538968 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538967 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538966 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538965 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538964 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538962 on 2017/07/14 by Andrew.Grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay #!review-3538963 @david.ratti #!rb none Change 3538954 on 2017/07/14 by Andrew.Grant Screenshot support for gauntlet: - Test nodes and/or controllers can specify a periodic interval for screenshots to be taken. - Screenshots are converted to jpeg and archived with other artifacts - Screenshots are turned into gif's and linked in the report #!tests lots of running of tests #!rb none Change 3538714 on 2017/07/14 by Shaun.Kime Adding in a root transform adjustment for the emitter so that things don't spawn at 0,0,0 anymore. Will make it adjustable in the future. #!rb none #!tests n/a Change 3538710 on 2017/07/14 by Shaun.Kime Moving to the advanced preview scene so that we can have something to collide against and also contrast against for better preview. #!rb none #!tests n/a Change 3538581 on 2017/07/14 by Don.Eubanks Fixing compilation. #!rb none #!tests Compile DebugGame Editor Win64 #!fyi daniel.lamb Change 3538543 on 2017/07/14 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node #!rb Lina.Halper #!tests none Change 3538428 on 2017/07/14 by Daniel.Lamb Added support for timerguard to take in a delegate used to generate the string output which means it doesn't need to be generated unless the timer triggers. #!rb Jason.Bestimt #!test Paragon ps4 Change 3538416 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538415 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538414 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538413 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538412 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538411 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538410 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538408 on 2017/07/14 by Andrew.Grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer Change 3538389 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538388 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538387 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538384 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538383 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538382 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538380 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538379 on 2017/07/14 by Andrew.Grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer Change 3538305 on 2017/07/14 by Shaun.Kime Making if nodes handle enums and a follow-up file from previous commit #!rb none #!tests n/a Change 3538303 on 2017/07/14 by Shaun.Kime Added comment nodes #!rb none #!tests added to working script saved and reloaded Change 3538084 on 2017/07/14 by Frank.Fella Niagara - Change the available parameter list for functions so that it only shows parameters written before the current module, add initial versions of parameters written in the spawn script, and fix the function output lists so that they only show actual outputs. #!tests Verified that the available parameters for inputs is correct, and verified that the output lists are correct. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3538007 on 2017/07/14 by Shaun.Kime Adding basic enum support. By default we have an enum ENiagaraExecutionState that can be used by both systems and emitters to track their status. Removed the Start/End/NumLoop data from Emitters. A future changelist will introduce scripts that manage the execution state mentioned above. #!rb None #!test n/a Change 3537732 on 2017/07/14 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. #!rb David.Hill #!tests none Change 3537395 on 2017/07/14 by Simon.Tovey Slightly improved error reporting for data interfaces that can't (yet). Error reporting in general needs a lot of work. Soon. #!rb none #!tests We now don't just ensure() when using interfaces with not GPU implementation, an error is reported to the log. ? Interfaces with instance data now work. ? Emitter editor now has proper system setup so their scripts work correctly. ? Modified pin creation for emitter nodes. ? System instances respecting their bError flag again. ? Removed some log spam from compiling function/module/dynamic input scripts. #!rb none #!tests Interfaces needing instance data now work #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3537288 on 2017/07/14 by Frank.Fella Niagara - Parameter wrangling Part 1 + Modules for setting specific parameters can be reassigned to set other parameters. + You can now add a new parameter of any type to the current namespace in each stack. + The "Read from new parameter" options when assigning an input will be correct based on the current namespace and asset editor type. + You can now assign any written parameter in the stack to an input. This will be filtered based on the current context in the future. + Set parameter modules are now added with their input pinned and collapsed. #!Tests adding and re-assigning set parameter nodes works correctly and read from new parameter options have the correct context. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3537247 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537246 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537245 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537244 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537243 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537242 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537241 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537240 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537239 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537238 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537232 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537231 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537227 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537226 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537225 on 2017/07/13 by Andrew.Grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none Change 3537170 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537169 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537166 on 2017/07/13 by Andrew.Grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png #!review-3537167 @luke.thatcher #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader Change 3537121 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537120 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537119 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537117 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537116 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... #!ROBOMERGE-BOT: ORION (Dev-UI -> Main) Change 3537114 on 2017/07/13 by Andrew.Grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. #!review-3537115 @matt.schembari, @matt.kuhlenschmidt, @nick.darnell #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE: Main Change 3536905 on 2017/07/13 by Andrew.Grant Safety ensure as someone hit a crash here #!tests #!rb none #!jira OR-41029 Change 3536904 on 2017/07/13 by Andrew.Grant Don't ask PhysX to clean invalid meshes #!tests cooked #!rb none Change 3535790 on 2017/07/13 by Andrew.Grant Back out changelist 3534956 #!tests #!rb none Change 3535541 on 2017/07/13 by Frank.Fella Sequencer - Implement SupportsSequence in the audio, event, and matarial parameter collection tracks. This change is being made to prevent them from showing up in the niagara sequencer UI. #!tests Tracks don't show up in niagara and still do in the level sequence and widget animation. #!rb Max.Chen Change 3535092 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3535083 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3535080 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3535074 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3535068 on 2017/07/13 by Andrew.Grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3534956 on 2017/07/12 by Andrew.Grant Made ensures non-errors for commandets Ben - let me know what you think of this. Probably worthy of discussion, but at least this checkin will get the overnight builds a bad tag that some muppet checked in :) #!review-3534957 @Ben.Marsh #!tests compiled #!rb none Change 3534933 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3534918 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534892 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance #!tests #!rb none Change 3534817 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-General #!tests #!rb none Change 3534728 on 2017/07/12 by Andrew.Grant Copying //Orion/Dev-UI @ 3534719 to Main #!tests #!rb none Change 3534652 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534651 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534649 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534640 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534639 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534637 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534629 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534628 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534626 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534511 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534430 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI Change 3534341 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3534318 on 2017/07/12 by Ori.Cohen Fix external force on immediate mode not accounting for body mass #!rb none #!tests none Change 3534240 on 2017/07/12 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space #!rb Lina.Halper #!tests none Change 3534062 on 2017/07/12 by Frank.Fella Niagara - Stack system support. + System spawn and update are now available in the stack when in the system editor. + Rmoved some potentially unsafe stack utility methods which could make the graph unusable and replaced them with safe ones. + Removed some checks from the emitter node compile and replaced them with compiler errors. #!tests System stacks show up in the system editor and you can add and remove modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3534058 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3534057 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3534055 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3534054 on 2017/07/12 by Andrew.Grant Added boot script for Capture team #!tests ran test locally #!rb none Change 3533959 on 2017/07/12 by Daniel.Lamb Added support for timeguard to have an fname associated with it. Greatly increasing the usefulness. The string operations will not be performed unless the timer is triggered and the fname is set. #!rb Jason.Bestimt #!test Paragon ps4 Change 3533921 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533920 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533919 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3533910 on 2017/07/12 by Andrew.Grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none Change 3533862 on 2017/07/12 by Frank.Fella Niagara - System ui timeline improvements + Move adding of emitters to the sequencer "Add" button. + Allow drag/drop to sequencer from the content browser to add emitters. + Add folder support for emitters which can be added through the sequencer UI. Note: The event, audio, and material parameter collection tracks don't work, I'm waiting on a review from the sequencer team on some code that removes them. #!tests Verified that adding through the timeline button works, verified that drag and drop of an emitter onto the timeline works, verified folders work correctly and serialize. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3533828 on 2017/07/12 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. #!rb Lina.Halper #!tests none Change 3533602 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533600 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533599 on 2017/07/12 by David.Ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile Change 3533400 on 2017/07/12 by Jeff.Williams Initial branch of files from Release-41.4 (//Orion/Release-41.4) to Release-41.5 (//Orion/Release-41.5) Change 3532987 on 2017/07/12 by Matt.Kuhlenschmidt Added ability to save render targets as PNG from blueprints #!fyi jordan.walker #!rb none #!tests none Coped from Dev-Editor Change 3532785 on 2017/07/12 by Simon.Tovey Fixed bug in the mark dirty loop. #!rb none #!tests fixed bug. Change 3532594 on 2017/07/11 by Jeff.Williams Merging //Orion/Main to Release-41.4 (//Orion/Release-41.4) @3532443 #!test none #!rb none Change 3532057 on 2017/07/11 by Daniel.Lamb Separated out the UI game viewport tick and paint time to help track down issues with UI. #!rb Trivial #!test Paragon ps4 #!codereview Jason.Bestimt Change 3531769 on 2017/07/11 by Simon.Tovey ? Fixing data interface compilation for emitter scripts. #!rb Shaun.Kime #!tests Curves work in emitter scripts. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3531543 on 2017/07/11 by Shaun.Kime Added System update results to spreadsheet view. Fixed up basic EmitterLifeTime effect to work by default. Fixed bug where emitters weren't adding the history of their internal variables to the parameter maps for SystemSpawn & Update, causing default values to not be generated. #!rb none #!tests updated HypnotizerEffect. Change 3531521 on 2017/07/11 by Jeff.Williams Initial branch of files from Release-41.3 (//Orion/Release-41.3) to Release-41.4 (//Orion/Release-41.4) Change 3530192 on 2017/07/10 by Ben.Salem Switch map pipeline node to use an interstitial node to let us know when the node has finished, pass or fail. Also switch report to print test notes for maps where there are notes but no explicit fails. #!rb none #!tests recompiled, xml linted. Change 3530157 on 2017/07/10 by Frank.Fella Niagara - Fix systems getting marked dirty on load and removed some unnecessary compiles. We might need some error finding and fixup for system scripts in invalid states, but in the short term these issues can be fixed automatically by adding an additional emitter. #!tests Loaded a system and verified it wasn't marked dirty, also verified that the system was only getting compiled once when loading and when deleting an emitter. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3529459 on 2017/07/10 by Daniel.Lamb If running nomcp from launch build helper also add in notimeouts. Fixes issue with loading monolith02 nomcp. #!rb Trivial #!test Load monolith02 devui Change 3528568 on 2017/07/10 by Frank.Fella Niagara - Fix shutdown crash, system editor crash, and system editor selection inconsistencies. + Give sequencer emitter tracks real names so that sequencer can maintain selection with them correctly. + Make the stack entries pointers to the system and emitter view models weak to avoid holding onto them until garbage collection. + Make sure to always call the structure changed delegate in the stack view model whenever initialize is called so that the tree is always updated. + Track emitter handle selection by id instead of the actual view model pointer to make managing selection easier when view models are changing. + Don't make the stack tree collapsed when it's emitter becomes invalid because it prevents it from ticking and removing controls pointing to invalid data. #!Tests verified no crash on shutdown or working with emitters in the system view. Also verified selection stayed consistent between sequencer and the stack view. #!rb none. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3527429 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527428 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527427 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527426 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527425 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527423 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527421 on 2017/07/07 by Andrew.Grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none Change 3527366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527365 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527362 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527361 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527360 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527359 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527357 on 2017/07/07 by Andrew.Grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none Change 3527346 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527345 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527344 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527343 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527342 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527309 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527308 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3527306 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3527305 on 2017/07/07 by Andrew.Grant Fix for manifest issue while packing from DanL #!tests #!rb na Change 3527233 on 2017/07/07 by Alexis.Matte Fix the packing of the texture in the HLOD #!rb Uriel.Doyon #!codereview Jurre.deBaare #!jira OR-40538 #!tests none Change 3527085 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527084 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527081 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527080 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527077 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527075 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527072 on 2017/07/07 by Andrew.Grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none Change 3526806 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526805 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526804 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526803 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526802 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526799 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526795 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526794 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526791 on 2017/07/07 by Andrew.Grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none Change 3526771 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526770 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526769 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526768 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526767 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526733 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3526730 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526730 on 2017/07/07 by Andrew.Grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na Change 3526719 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526717 on 2017/07/07 by Andrew.Grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none Change 3526675 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526674 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526673 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526672 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526671 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526670 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526669 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526668 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526667 on 2017/07/07 by Andrew.Grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none Change 3526376 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526375 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526374 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526372 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526368 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526367 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526364 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526292 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526291 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526288 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526286 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526122 on 2017/07/07 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3526073 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526072 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526071 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526070 on 2017/07/07 by Andrew.Grant Fix for hlod rebuild crash from Alexis #!tests #!rb none Change 3526069 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526068 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526067 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526065 on 2017/07/07 by Andrew.Grant Fix for remaster flag not being passed through bumped version numbers for Sony #!review-3526066 @benjamin.crocker #!tests #!rb none Change 3526057 on 2017/07/07 by Simon.Tovey Modified system script excution flow to allow emitters to run even with an invlaid system script. #!rb none #!tests Bug repro system now works. Niagara - Missed in last checkin #!tests none #!rb none Change 3525804 on 2017/07/07 by Frank.Fella Niagara - Various stack changes + Move the emitter editor data management to the emitter view model. + Change the assignment node so that it's input parameter is named for the value it's setting and it's header says which namespace it's in. + Clean up the Initialization of stack entries and make the API more consistent. + When adding a module or dynamic input which uses a data interface copy the data interface specified in the source script if it's available, or create a new one. + Make the revert button for data interface inputs work consistently (still needs some more work) + Changed input parameter handle assignment so that it always generates a parameter map get in the graph instead of generating an input node for engine parameters and particle attributes. + When reading an input of a dynamic-input script into a new emitter or particle parameter generate a unique name based on the module input name and the dynamic-input input name. #!tests Verified the stack still works correctly with the above changes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525623 on 2017/07/06 by Frank.Fella Niagara - Make the Equals and CopyTo methods on UNiagaraDataInterface const. #!tests Compiles #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525508 on 2017/07/06 by Daniel.Lamb Added support for monolith nomcp to the build launcher settings. #!rb Trivial #!test Automation tool Change 3525504 on 2017/07/06 by Shaun.Kime Forcing recompile on load, otherwise several of my effect scripts crash on startup. #!rb none #!tests n/a Change 3525499 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3525498 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3525496 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3525495 on 2017/07/06 by Andrew.Grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none Change 3525149 on 2017/07/06 by Shaun.Kime Cleaning out delegates on shutdown #!rb none #!tests n/a Change 3525148 on 2017/07/06 by Shaun.Kime Fixing crash when dealing with missing source, which probably shouldn't happen, but does with CrowdTorture #!rb none #!tests open crowdtorture Change 3525100 on 2017/07/06 by Dan.Hertzka Relaxing the null ensure when setting a texture param (the type check ensure remains) #!fyi Andrew.Grant #!rb none #!tests none Change 3525025 on 2017/07/06 by Shaun.Kime Tweaking timing to try and ensure that the capture button always generates a good result. #!rb none #!tests n/a Change 3524970 on 2017/07/06 by Shaun.Kime Adding a spreadsheet view for investigating the values of individual particles in an emitter in the effect view. Added a few helper debug modules. #!rb none #!tests opened several systems and captured results. Change 3524890 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524889 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524888 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524887 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524886 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524821 on 2017/07/06 by Dan.Hertzka Fix crash when trying to set a null texture value on a MID - Ensure message dereferenced a possibly null texture #!review-3524822 @Andrew.Grant #!rb none #!tests Compile Change 3524799 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524797 on 2017/07/06 by Andrew.Grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none #!review-3524798 @daniel.lamb Change 3524663 on 2017/07/06 by Andrew.Grant Fix for OR-40419 #!jira OR-40419 #!tests compiled #!rb none Change 3524581 on 2017/07/06 by Andrew.Grant Turned check into an ensure as part of investigation into OR-40454 - no idea how this is happening at the moment, hopefully some mismatched data that the merge yesterday may have corrected.... #!jira OR-40454 #!tests compiled #!rb none Change 3524508 on 2017/07/06 by Ben.Salem Colorize skill test reports to differentiate error lines. Also, save a backup html version of the test report. #!rb none #!tests Ran report against previously run tests. Change 3524423 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524422 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524419 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524418 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524417 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524414 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524393 on 2017/07/06 by Andrew.Grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none Change 3524260 on 2017/07/06 by Simon.Tovey Fixed bug in solo mode execution. Allocating more space in data set mid frame requires some fixup with existing data I'd not considered as we don't do that in any other simulation. #!rb none #!tests Solo mode now working. Change 3524144 on 2017/07/06 by Simon.Tovey Broke system simulation code out into it's own files. #!rb none #!tests none Change 3524033 on 2017/07/06 by Simon.Tovey System/Emitter scripts work -- Done -- ? Simulation framework for system/emitter level scripts. ? Moved most ticking for systems into a "SystemSimulation" which it ticked at the end of all component ticking meaning all system simulation can be batched nicely without worrying about dependancies on other components. NiagaraComponents no longer tick in this mode. In future some systems will not need a component at all. ? For (future) cases where the results of the simulation are a dependancy for another component (and a few other use cases) there is a "solo" mode which will run the system script in isolation as part of the component tick. ? All scripts now refer to emitters by their actual name via the alaising feature in the translator. ? Optimized the direct setting of parameters in system sims and particle sims. -- WIP -- ? Lifetime of systems and is very much WIP atm. ? Lots of data interfaces stuff at system level is still WIP. ? Parameter flow from components down needs work. ? Need to bind parameter collections to system/emitter scripts ? Splitting the batched/solo mode scripts so one has instance parameters in a dataset and another from a parameter store. Could use one and transfer to a dataset for solo mode too but seems wasteful. If we could find a better replacement for solo mode entirely this would go away. Needs discussion. ? Resetting/ReInit flow is still abit up in the air. ? Move all DesiredAge seeking etc into the component. Still needs some work but largely functional. -- TODO -- ? Events at System/emitter level ? Quite a bit of mess in the system simulation WRT moving data from a dataset and parameter stores. Need to rework how and where the layout data is generated and stored. ? Put a hack in to avoid the alignment issues we have in the parameter store. A future CL will address this properly. -- Misc -- ? Fixed issue with bool attributes being auto converted to ints in the hlsl/bytecode. ? Minor improvement to debug dumps. Limiting to only the instances relevant ot the current step. #!rb Shaun.Kime #!tests Test emitters working. Older systems and emitters seem to be working still. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3523831 on 2017/07/06 by Jeff.Williams Merging //Orion/Main to Release-41.3 (//Orion/Release-41.3) @3523788 #!tests na #!rb na Change 3523811 on 2017/07/06 by Jeff.Williams Populate -S //Orion/Release-41.3 -r. Change 3523523 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523522 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523521 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523520 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523519 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523464 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523463 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523462 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523461 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523460 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523441 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523440 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3523439 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3523438 on 2017/07/05 by Andrew.Grant Better handling of missing devices and other errors #!tests ran locally #!rb none Change 3523400 on 2017/07/05 by Olaf.Piesche Events; alll-particle is functional, but still in need of more cleanup. Moving on to collisions and single-particle. #!rb none #!tests testassets Change 3523330 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523268 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523267 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523266 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523265 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523264 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523189 on 2017/07/05 by Andrew.Grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none Change 3523111 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523110 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523109 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523107 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522724 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522719 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522716 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522312 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522311 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522309 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522144 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3522092 on 2017/07/05 by Andrew.Grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none Change 3521908 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... via CL 3521907 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3521907 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3521905 on 2017/07/05 by Andrew.Grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches #!review-3521906 @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none Change 3521407 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3520246 on 2017/07/03 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3520245 on 2017/07/03 by Jeff.Williams Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE: !41.2 Change 3519106 on 2017/07/01 by Max.Chen Sequencer: Fix crash trying to load an invalid sequence asset. #!rb none #!tests Click open level sequence button on an actor that references a level sequence asset that no longer exists. Change 3518548 on 2017/06/30 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests na #!rb na Change 3518366 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3518365 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3518364 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3518363 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3518362 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3518330 on 2017/06/30 by John.Nielson Added effect context as part of the info we give back for the WaitGameplayEffectRemoved task. #!RB: none #!review-3518331: @David.Ratti #!Test: Pie Change 3518260 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3518253 on 2017/06/30 by Shaun.Kime Fix compiler warning #!rb none #!tests n/a Change 3518059 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3518058 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3518056 on 2017/06/30 by Jeff.Williams Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE: !41.1 Change 3518043 on 2017/06/30 by Shaun.Kime Missing file checkin #!rb none #!tests n/a Change 3518042 on 2017/06/30 by Shaun.Kime Now have the ability to name outgoing events so that we can re-use the struct type for multiple outbound events from the same emitter. Added customization for selecting the event source and event destination. Revert to defaults currently disabled due to bugs with StructureDetailsView. #!rb none #!tests n/a Change 3517667 on 2017/06/30 by Shaun.Kime Commenting out emitter auto-updating for now until we rewrite it. #!rb none #!tests n/a Change 3517617 on 2017/06/30 by Jon.Lietz - making it so event evaluators do not cuase the player to go into combat or break shadow plane - adding in support for the item Effect Keyword to define if it should pu the user into combat or break shadow plane - cultivate using runtime options again #!rb David.Ratti #!tests Use cards and they no longer break recall Change 3517107 on 2017/06/29 by Daniel.Lamb Fix for replays not showing some effects on medic. #!rb None #!test Paragon replay in editor #!codereview Ryan.Gerleve #!jira OR-40198, OR-40238 Change 3516604 on 2017/06/29 by Cody.Haskell Fix for round timers being broken in Arcade. Recall is now more reliable as well #!rb none #!tests PIE Change 3516394 on 2017/06/29 by Dan.Hertzka New itemization system refactor - Major players (deck, card, gem) are all now UObjects (ItemizationComponent, GameplayCard, and GameplayGem respectively) - The base GameplayItem and SourceItemAbility now do the lion's share of the work of applying abilities & GEs themselves, the keyword data APIs have been heavily pared down for now - Note: This may change quite a bit once GGP stuff comes online, but in the meantime this clarifies/simplifies the itemization system flow - Updated all existing UI to work with GameplayItems, but haven't done any refactoring to leverage the cleaner hookups now available - Moved the server RPCs for itemization actions to the PlayerController - Added ItemizationSystemSettings for constant system configuration properties, for now replaces the GemTree since that's become so wildly simplified ItemEffectKeyword - ItemKeyword renamed to ItemEffectKeyword - Added support for sequential events to trigger effect application - Added removal event option for removing the effect in response to a qualified event McpGemItem info storage updated - Now exported as stratified groups of levels to roll, so they can be imported as such on the item - No more custom parsing is needed within the gem item - Added dev migration to force re-add all starter gems #!rb Jon.Lietz #!tests PIE buy pips, gems, cards, sell cards, fire abilities, etc; Export gem templates + local mcp validation; ItemKeywords table data still valid Change 3516277 on 2017/06/29 by Ben.Salem Add the ability to pass in a mailing list to target for SkillTestReport, and have the pipeline preflight node target its own specific mailing list. #!rb none #!tests recompiled. Change 3515762 on 2017/06/29 by Daniel.Lamb Stop stack overflow if we generate a callstack too large. #!rb Trivial #!test Paragon stats. Change 3515711 on 2017/06/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3515710 on 2017/06/29 by David.Ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile #!fyi Zak.Middleton Change 3514451 on 2017/06/28 by David.Ratti Fix replication issue that was causing abilities granted by GEs to linger/get stuck on clients. #!rb lietz #!tests editor/pie #!fyi Ryan.Gerleve Change 3514267 on 2017/06/28 by Ben.Salem Add support for showing Testnotes in SkillTest Reports as non-failing issues. #!rb none #!tests Compiled and reran. Change 3513984 on 2017/06/28 by Zak.Middleton #!ue4-orion - Fix for possible memory stomp when player is unpossessed during a forced position update on the server. Mirrors CL 3512456 from BobT in Fortnite. #!rb Bob.Tellez #!fyi Andrew.Grant, David.Ratti #!tests PIE MP Change 3513856 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 via CL 3513848 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41) Change 3513848 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.1) #!ROBOMERGE[ORION]: 41 Change 3513844 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Release-41.2) #!ROBOMERGE[ORION]: 41.1 41 Change 3513818 on 2017/06/28 by Jason.Bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards #!CodeReview: nick.darnell, benjamin.crocker #!ROBOMERGE: 41.2, 41.1, 41 Change 3513584 on 2017/06/28 by Jon.Lietz OR-40158, bumping the bit shift up by one to support level 20 abilities for the new card/gem system #!rb none #!tests no longer get server ensures for cards over level 20 Change 3513300 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513299 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513298 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513265 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513264 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513263 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513218 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513217 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513216 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513198 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513197 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513196 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513193 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513192 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513191 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513163 on 2017/06/28 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3513159 on 2017/06/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3513075 on 2017/06/28 by Jeff.Williams Initial branch of files from Release-41.1 (//Orion/Release-41.1) to Release-41.2 (//Orion/Release-41.2) Change 3512633 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3512632 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3512631 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3512630 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3512629 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3512546 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512545 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512543 on 2017/06/27 by Andrew.Grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none Change 3512315 on 2017/06/27 by Ben.Salem Add report mail to FXPerf test. #!rb brad.angelcyk #!tests Ran several FXPerf runs. Change 3512306 on 2017/06/27 by Shaun.Kime Fixing missing undef #!rb none #!tests n/a Change 3512296 on 2017/06/27 by Shaun.Kime Each stack entry now has its own reference to the system view model as well as the emitter view model. #!rb none #!tests ran through normal operations Change 3512153 on 2017/06/27 by John.Nielson Seperated WaitGameplayEffectRemoved and WaitGameplayEffectRemoved_Info, the latter returning information about the removal. Also cleaned up and fixed implementation according to Ratti's feedback. #!RB: none #!review-3512154: @David.Ratti #!Test: Pie Change 3512092 on 2017/06/27 by David.Ratti Fix ensure that will fire from a dot expiring while someone is listening for damage event keyword #!rb none #!tests pie Change 3512076 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512075 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512074 on 2017/06/27 by Andrew.Grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none Change 3512044 on 2017/06/27 by David.Ratti Editegrate BenZ's fix (CL 3510178 ) for mono crash with literal struct types with editor only data #!rb none #!tests cooked build with WaitDamageDealt with no variable wired in Change 3511926 on 2017/06/27 by Frank.Fella Niagara - Missed in last checkin. #!tests none. #!rb none. Change 3511910 on 2017/06/27 by Frank.Fella Niagara - Emitter stack in the system view, and other changes. + There is now a tab for the emitter stack in the system view and this will change based on the selected emitter in the timeline. + Deleting the emitter section from the timline no longer crashes. + Auto-compile now works in both the emitter and system editors, and is an editor setting. + Moved the generation of the root stack entries into a root entry so that structure changes and future filtering can use the same code path. + Renamed UNiagaraStackItem::FOnModifiedStackStructure to UNiagaraStackItem::FOnModifiedGroupItems to avoid confusion with UNiagaraStackEntry::FOnStructureChanged. #!tests The system shows the stack view, and it updates based on the sequencer seleciton. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3511831 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511830 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511827 on 2017/06/27 by Daniel.Lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant Change 3511452 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511451 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511449 on 2017/06/27 by Andrew.Grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none Change 3511402 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511400 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511398 on 2017/06/27 by Andrew.Grant Changed warning to info in test logging #!tests compiled #!rb none Change 3510907 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3510906 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3510902 on 2017/06/26 by Andrew.Grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none Change 3510368 on 2017/06/26 by Shaun.Kime Making the "Initial" namespace. Spawn scripts will automatically fill this in if requested anywhere in the child scripts. #!rb none #!tests modified Sparks uasset Change 3510362 on 2017/06/26 by John.Nielson Added parameters for gameplay effect removal so that user has access to premature Removal and StackCount when needed. #!RB: none #!review-3510363: @David.Ratti #!Test: pie Change 3509787 on 2017/06/26 by Wyeth.Johnson Edge Preservation Change 3509754 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3509753 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3509752 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3509751 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3509750 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3509590 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3509589 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3509588 on 2017/06/26 by David.Ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor Change 3509455 on 2017/06/26 by Zak.Middleton #!ue4-orion - Fix overlap test stopping on first sub shape. Only the first shape was being considered when looping multiple shapes, for queries like ComponentOverlapComponent, which could affect the cached overlaps optimization in primitive movement code. Fixes regression from CL 3369875. #!rb Ori.Cohen, David.Ratti #!codereview David.Ratti #!tests MP PIE, Gideon's ult, overlaps against cylinder (with 4 sub shapes) #!jira OR-39780 Change 3509449 on 2017/06/26 by Frank.Fella Sequencer - Expose selection of tracks and sections for external use. #!tests Verified selection code works as expected with code in a future change. #!rb Max.Chen,Andrew.Rodham Change 3509406 on 2017/06/26 by Shaun.Kime Rework to the emitter graph to better support events. Undo/Redo works. Added a new NiagaraStackStruct value that embeds a struct details panel. #!rb none #!tests add/remove several events from Sparks script Change 3508540 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508539 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508538 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508537 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508536 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508535 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508534 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508533 on 2017/06/24 by Andrew.Grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none Change 3508482 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508481 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508480 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508479 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508478 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508477 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508476 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508475 on 2017/06/23 by Andrew.Grant BuildCookTest cleanup #!tests #!rb none Change 3508463 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508462 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508461 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508460 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508459 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508254 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508253 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508252 on 2017/06/23 by Andrew.Grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none Change 3508191 on 2017/06/23 by Olaf.Piesche fix missing space in hlsl gen for data set structs #!rb none #!tests compiled emitters Change 3508029 on 2017/06/23 by Olaf.Piesche More mesh emitter work; event fundamentals for GPU sim #!rb none #!tests example emitters Change 3507684 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507683 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507682 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507681 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507680 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507172 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507168 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507167 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507164 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507163 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507084 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3507083 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3507082 on 2017/06/23 by Andrew.Grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none Change 3506907 on 2017/06/23 by Zak.Middleton #!ue4-odin - Merge CL 3492200 from Dev-Framework (which also went to 4.16.2). Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Addresses long stall in texture streaming in UpdateResourceStreaming() fixed a different way in CL 3488249. Fixes other possible regressions from CL 3359561 that removed the Reset(...) entirely. #!rb Marc.Audy #!codereview Andrew.Grant #!tests PIE vs AI with minions Change 3506675 on 2017/06/23 by David.Ratti Adding additional, temporary logging for OR-39780 #!rb none #!tests editor Change 3506206 on 2017/06/22 by Frank.Fella Niagara - Stack styling tweaks, and fixes for layout changing when modifying values. #!tests Modifying values no longer makes the stack scrolling jump #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3505960 on 2017/06/22 by Zak.Middleton #!ue4-orion - Added StaticMesh CollisionComplexity to the AssetRegistry. It now appears as a column in the Content Browser and Asset Audit tool, as well as tooltips for the items in the CB. #!rb Ori.Cohen, Ben.Zeigler #!tests tested content browser and related tools above in Monolith2. Change 3505494 on 2017/06/22 by Zak.Middleton #!ue4-orion - Improved asset name gathering for 'Collision.ListObjectsWithCollisionComplexity' command from CL 3503816. #!rb none #!tests used command in various levels Change 3505382 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3505381 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3505379 on 2017/06/22 by Andrew.Grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none Change 3505235 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505234 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505233 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505231 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505123 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505122 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505121 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505120 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505119 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505113 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505112 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505111 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505110 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505109 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505106 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505103 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505102 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505099 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505098 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504913 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504911 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504908 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504907 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504906 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504887 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504886 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504885 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504884 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504883 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504837 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504836 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504835 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504834 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504833 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504547 on 2017/06/22 by Shaun.Kime Moving the building of error information into the base class. This will simplify the logic in the future. #!rb none #!tests Made errors and tested that new system works appropriately Change 3504493 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3504491 on 2017/06/22 by Andrew.Grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 #!QAReview please check OR-38012 is fixed in 41.1 #!tests none #!rb none #!review-3504492 @David.Ratti Change 3504129 on 2017/06/21 by Shaun.Kime Now only showing the subset of compiler error messages that are associated with that section. i.e. only showing spawn errors in the spawn section of the stack. #!rb none #!tests made errors and made sure the errors showed up in the right sections Change 3504071 on 2017/06/21 by Shaun.Kime Adding simple wrapper for the event handlers inline. Had to "cheat" and wrap the FNiagaraEventScriptProperties in an owning UObject and use PostInit/PostEdit/PreEdit to keep them synchronized since the originating object is a struct and not an object. Waiting on the emitter to be in a system to have a better UI than seting the GUID manually. #!rb none #!tests made edits in stack and watched the details update appropriately. #!ue4-orion - Added asset path to 'Collision.ListObjectsWithCollisionComplexity' command, and changed sort key to asset path. Will speed up tomorrow (slow for tens of thousands of entries right now). #!rb none #!tests used console command on map Change 3503717 on 2017/06/21 by Zak.Middleton #!ue4-orion - Improved logging for collision auditing. Removed a bunch of redundant string building to speed it up (use a map to cache values instead). #!rb Nick.Atamas #!tests ran console command in OrionEntry and Monolith2 Change 3503650 on 2017/06/21 by Andrew.Grant OUI - Fix for movable skylight shader missing on simple forward (low lighting quality mode) from Roland #!rb Marcus.Wassmer, Daniel.Wright #!tests none Change 3503597 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503595 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503594 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503593 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503591 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503588 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503587 on 2017/06/21 by Mieszko.Zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant Change 3503584 on 2017/06/21 by Mieszko.Zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503583 on 2017/06/21 by Mieszko.Zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503391 on 2017/06/21 by Shaun.Kime If calling a function with numeric parameters, we would get an error if two or more differed in terms of the numeric types that were resolved to. #!rb none #!tests recompiled several examples, added multiple random range using assets. Change 3503341 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503340 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503339 on 2017/06/21 by David.Ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 Change 3503156 on 2017/06/21 by Frank.Fella Niagara - Stack - Adjust margins of function inputs so that their labels indent more consistently and their values all line up correctly. #!tests checked alignment visually #!rb none Change 3503095 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503094 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503090 on 2017/06/21 by Andrew.Grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. #!review-3502889 @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none Change 3502972 on 2017/06/21 by Olaf.Piesche Missing file, some test assets #!rb none #!tests none Change 3502969 on 2017/06/21 by Frank.Fella Niagara - Missed in last check-in. #!tests none #!rb none Change 3502965 on 2017/06/21 by Zak.Middleton #!ue4-orion - Increase search radius for MostOpposingNormal. Fixes case where character movement cannot walk up steps of certain ramps. (Mirror CL 3490592 from Dev-Anim-Phys by Ori.Cohen). Bringing over now that Dev-Anim-Phys has passed promotion with the change. #!rb Ori.Cohen #!codereview Andrew.Grant #!tests Ran around Monolith and Monolith2 as Kallari, up and down various steps/ramps (as per UE-45935). #!jira OR-39611 (Update: added OR jira) Change 3502931 on 2017/06/21 by Frank.Fella Niagara - Stack updates + Refactor the way children are updated in the stack tree to make the api more consistent and easier to use. + Add expanders to renderer items and have them collapsed by default. + Add in a temporary expandable item to show the emitter properties in the emitter spawn script area. + Start with the graph and the properties panels hidden by default. + Move the stats to the stack. #!tests Verified the emitter properties are in the stack, verified that renderers are collapseable, and verified other parts of the stack update correctly with the update children refactor. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3502660 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3502659 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3502658 on 2017/06/21 by Daniel.Lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant Change 3502261 on 2017/06/20 by Jeff.Williams Merging //Orion/Main to Release-41.1 (//Orion/Release-41.1) #!rb none #!tests none Change 3502246 on 2017/06/20 by Jeff.Williams Populate -S //Orion/Release-41.1 -r. Change 3501911 on 2017/06/20 by Olaf.Piesche -mesh rendering -making GPU rand more random -test assets -couple of bug fixes #!rb none #!tests test assets, GPU and CPU sim, sprite and mesh rendering Change 3501633 on 2017/06/20 by Zak.Middleton #!ue4-orion - Add "Collision.ListObjectsWithCollisionComplexity <Complexity>" command. Complexity is one of: Default, SimpleAndComplex, UseSimpleAsComplex, UseComplexAsSimple. When listing 'Default', only those with settings explicitly set to 'Default' are listed. When listing anything other than 'Default', those matching either the requested complexity or default (if that is the same complexity) are listed. #!tests load monolith2 (and small maps), type console command #!rb none Change 3501297 on 2017/06/20 by Shaun.Kime Adding support for pre-change notification #!rb matt.kuhlenschmidt #!tests n/a Change 3501294 on 2017/06/20 by Shaun.Kime First round of supporting parameter store in UNiagaraComponent details panels. If the value is in the data store, it should be reflected in the UI. We keep track of which values are overwritten so that we can show the user. Multiple selection is not supported, nor are data interfaces. Tweaking values in the system graph panel doesn't carry over because those values aren't getting pushed to the scripts. #!rb none #!tests n/a Change 3500984 on 2017/06/20 by Alexis.Matte Fix crash when merging actor with one different material slot per LOD, this is a temporary fix since there is a refactor done in 4.17 that will replace this part of the code. #!jira UE-46166 #!rb jurre.debaare #!tests none Change 3500472 on 2017/06/20 by Frank.Fella Sequencer - Don't create a transaction when setting the fixed frame interval in initialize since it's not a user initiated change and because it can be called from undo which makes it impossible to actually undo. #!tests Verified that a non-undoable transaction isn't added on initialize anymore. #!rb Max.Chen Change 3499930 on 2017/06/19 by Andrew.Grant Merging clean-resolve files using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3499446 on 2017/06/19 by Andrew.Grant Non-unity compilation fixes #!tests compiled non-unity #!rb none Change 3499212 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3499211 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3499210 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3499209 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3499208 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3499207 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3499205 on 2017/06/19 by Andrew.Grant Locked network version to 3493863 #!ROBOMERGE: !Main #!rb #!tests na Change 3498856 on 2017/06/19 by Andrew.Grant Fix missing include #!tests compiling PS4 dev #!rb none Change 3498843 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3498842 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3498841 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3498840 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3498839 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3498780 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3498715 on 2017/06/19 by Laurent.Delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. #!codereview martin.wilson #!rb none #!test Coil Wing Additive Animation Change 3498668 on 2017/06/19 by Andrew.Grant Added additional info to warning Fixed BP warning in Justice_Drain #!test warning no longer occurs #!rb none Change 3498601 on 2017/06/19 by Andrew.Grant Better logging of errors #!tests compiled and verified offending asset is shone #!rb none Change 3498544 on 2017/06/19 by Andrew.Grant Added helper to check if the underlying asset exists #!tests ran in code with check() against package utils method #!rb none Change 3498319 on 2017/06/19 by Frank.Fella Niagara - Actually remove nodes from the graph when deleting modules from the stack, and also fix undo for delete, move up, and move down. #!tests Deleted modules and verified they were removed from the graph, also tested undo for delete, move up, and move down. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3498236 on 2017/06/19 by Andrew.Grant Bulk Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3498224 on 2017/06/19 by Shaun.Kime Making header public #!rb none #!test n/a Change 3496705 on 2017/06/16 by Shaun.Kime Removing files that accidentally made it in prior checkin. Adding missing file #!rb none #!tests n/a Change 3496702 on 2017/06/16 by Shaun.Kime Split settings into Niagara runtime and editor. Added ability to map keyboard chords and a left mouse press to shortcuts for creating nodes in the script editor as requested by Wyeth. Had to do a little reworking of the way we create the popup menu in order to test the types. This can be made better by having a customization that does the popup menu directly and allowing the user to select from there rather than having to know the underlying name directly. These are the currently checked in mappings, which are based on the material editor. Numeric::Add Key=A Numeric::Div Key=D Numeric::Pow Key=E If Key=I Numeric::Mul Key=M Numeric::Normalize Key=N Numeric::OneMinus Key=O float Key=One Vector2D Key=Two Vector Key=Three Vector4 Key=Four LinearColor Key=C #!rb none #!tests n/a Change 3496657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496656 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496655 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496654 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496653 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496645 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496627 on 2017/06/16 by Andrew.Grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none Change 3496550 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496549 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496548 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496547 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496546 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496545 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496543 on 2017/06/16 by Laurent.Delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none #!codereview andrew.grant #!tests compiles Change 3496028 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496027 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496026 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496025 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496024 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496010 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496009 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496008 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496005 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496004 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495920 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495916 on 2017/06/16 by Laurent.Delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. #!codereview lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. Change 3495689 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495668 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3495666 on 2017/06/16 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/DeckBuilder/OrionDeckBuilder_DeckCard.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/PostGame/OrionXPOverview.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/Tooltips/OrionHeroTooltip.cpp -------------------------------------- Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3495663 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3495657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3495651 on 2017/06/16 by Andrew.Grant Bumping script version again #!tests #!rb none Change 3495642 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495282 on 2017/06/16 by Andrew.Grant Merging fixes from 40.5 to Release-41 via Main #!tests #!rb none Change 3495204 on 2017/06/16 by Don.Eubanks Added HandEntryTooltip class and content, displayed when hovering a card in your hand in the Card Shop Right now the content of the tooltip (text etc) is created one time and remains static until you move off/back on the card, this will change in the future so that the content updates as gold counts update. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3495201 on 2017/06/16 by Andrew.Grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na Change 3495145 on 2017/06/16 by Shaun.Kime Missing file #!rb none #!tests n/a Change 3494899 on 2017/06/16 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) Hoping for another iterative build fix! #!rb none #!tests none Change 3494864 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494863 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494862 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494861 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494860 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494859 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494858 on 2017/06/16 by Andrew.Grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none Change 3494844 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494843 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494842 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494841 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494840 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494839 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494826 on 2017/06/16 by Andrew.Grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none Change 3494762 on 2017/06/16 by Andrew.Grant Bulk Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3494229 on 2017/06/16 by Max.Chen Sequencer: Refix Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #!jira UE-45737 #!rb none #!tests none Change 3493863 on 2017/06/15 by Daniel.Lamb Fixed up search path when using Iterative builds for BuildCookTest script. #!rb Andrew.Grant #!lockdown Andrew.Grant #!test Automation tool launch iterative build. Change 3493654 on 2017/06/15 by Daniel.Lamb Wrote some validation code (disabled by default) for the allocator stats. Fixed the return value of the GetAllocatorStats function. #!rb Andrew.Grant #!review @Andrew.Grant #!test Run PS4 in Test config. #!lockdown Andrew.Grant Change 3493621 on 2017/06/15 by Shaun.Kime Now showing toasts when adding attributes for the renderer. Auto-adding any missing items when adding renderer. #!rb none #!codereview frank.fella #!tests Made a blank script and added the sprite renderer in. Change 3493461 on 2017/06/15 by Shaun.Kime Made move up/down and delete notify graph needs recompile. #!rb none #!tests n/a Change 3493393 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493392 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493391 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493390 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493389 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493344 on 2017/06/15 by Shaun.Kime Simple error reporting for when the graph fails to compile. We'll want to do something more fine grained in the long run, but I wanted to get something in quick for now. #!rb none #!tests broke the stack by unplugging a param map pin and saw results. Change 3493264 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493263 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493262 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493261 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493260 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493104 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493101 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493098 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493097 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493094 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493061 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493058 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493057 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493056 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493055 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492962 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492961 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492960 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492957 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492955 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492927 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492911 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492844 on 2017/06/15 by Shaun.Kime Renderers will now complain about missing items, with a button to fix them. Moving many of our modules to the Set XXXX paradigm with dynamic inputs to drive them. Moved curves out into their own cpp/h files as they were getting too complicated to manage otherwise. Added a 2D curve and a 4D curve. #!rb none #!codereview frank.fella #!tests ported standard test cases over Change 3492595 on 2017/06/15 by Andrew.Grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct #!review-3492596 @Daniel.Lamb #!rb none Change 3492577 on 2017/06/15 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) @3490764 #!rb none #!tests compile Change 3492448 on 2017/06/15 by Jason.Bestimt #!ORION_DG - Reverting sharing of movie tracks from NickD as it conflicted with sequencer changes. He'll give us a better fix soon NOTE: Left the optimization in 41/MAIN so we have to time to find a proper fix, but get to keep the memory savings #!RB:none #!Tests:none #!CodeReview: andrew.grant, daniel.lamb, nick.darnell Change 3492437 on 2017/06/15 by Laurent.Delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson #!codereview james.golding, michael.noland #!test batch anim compression and comparative tests Change 3492423 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492422 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492421 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492420 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492419 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492365 on 2017/06/15 by Dan.Hertzka First general improvement pass on new card system - FCardDataRow members are now typed properties and resolved on import - Row is also now responsible for registering the cooldown tags for a given card - the actual McpCardItemDefinition never fusses with cooldown stuff - Properties populated by the data table are transient, but editable. This enables local dev tinkering without needing a whole duplicate data row (also lets us get it out of the card def header) - All cards automatically update their properties whenever the cards data table is reimported - Created FGameplayCurrencyBundle to simplify tracking and transactions for the 4 currencies involved in buying cards - Simplified several other APIs as a result, especially OrionGameplaySet - Moved trait checks into the CardInstance. If/when this becomes information that we need in the frontend, I'll likely establish an enum for the various traits and map those to the respective tag. - Added the ability to add a transient GamplayTag on the fly when in the editor (to enable testing of card properties that diverge from the data table info) - Removed "GemBranch" suffix from gem branch enum entries - Converted pointers to references where possible #!rb Matt.Schembari #!tests Reimported cards table; OrionEntry PIE purchasing, selling, and using cards Change 3492300 on 2017/06/15 by Andrew.Grant Merging from Main using ROBO://Orion/Main->//Orion/Dev-UI #!tests compiled #!rb none Change 3492174 on 2017/06/15 by David.Ratti Reinvoke the WhileActive gameplay cue event on respawn for all active, non inhibited GEs #!review-3492175 Jon.Lietz #!rb none #!tests pie Change 3491859 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491855 on 2017/06/15 by Mieszko.Zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path Change 3491815 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491814 on 2017/06/15 by Andrew.Grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none Change 3491759 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3491745 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3491735 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3491699 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3491609 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491606 on 2017/06/15 by Andrew.Grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none Change 3491047 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491046 on 2017/06/14 by Mieszko.Zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path Change 3490764 on 2017/06/14 by Jeff.Williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile Change 3490704 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490703 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490700 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490699 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490698 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490564 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490563 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490562 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490561 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490560 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490559 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490558 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490557 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490556 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490555 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490419 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3490416 on 2017/06/14 by Andrew.Grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none Change 3490033 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490031 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490028 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490027 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490024 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489823 on 2017/06/14 by Andrew.Grant Fixed for OR-39522 (marked properties as BP ReadWrite) #!jira OR-39522 #!tests ran editor, compiled original BP #!rb none Change 3489813 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489812 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489771 on 2017/06/14 by Laurent.Delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. Change 3489765 on 2017/06/14 by Laurent.Delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. Change 3489512 on 2017/06/14 by Daniel.Lamb Fix for malloc stats. #!rb Andrew.Grant #!test paragon perftest ps4 #!lockdown Andrew.Grant Change 3489472 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489471 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489470 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489469 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489468 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489467 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489466 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489465 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489464 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489463 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489462 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489461 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489458 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489457 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489456 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489455 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489454 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489274 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489273 on 2017/06/14 by Laurent.Delayen More Anim Compression Fixes: - Fixed frame->time error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. #!codereview lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. Change 3488760 on 2017/06/14 by Frank.Fella Niagara - In stack object editing + Add a new stack entry for displaying a details panel inline. + Chage the data interface editing to use the stack object. + Add the ability to add and delete renderers. + Add a details panel inline for renderers. #!tests Edited data interfaces inline, added/removed renderers, edited renderers inline. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3488137 on 2017/06/13 by Andrew.Grant Improved Gauntlet logging about build validity #!tests ran boot test #!rb none Change 3488079 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488078 on 2017/06/13 by Daniel.Lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE: MAIN, 41 Change 3488076 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488073 on 2017/06/13 by Daniel.Lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!ROBOMERGE: MAIN, 41 #!lockdown Andrew.Grant Change 3488044 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3488041 on 2017/06/13 by Andrew.Grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none Change 3487260 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3487259 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3487258 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3487257 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3487256 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3487255 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3487254 on 2017/06/13 by Laurent.Delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression Change 3486889 on 2017/06/13 by Andrew.Grant Last chopper out of Dev-Gen #!tests compiled #!rb none Change 3486744 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3486743 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3486742 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3486739 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3486738 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3486737 on 2017/06/13 by Jason.Bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. #!CodeReview: nick.darnell, daniel.lamb, andrew.grant #!QAReview Change 3486471 on 2017/06/13 by Andrew.Grant Final bulk merge from Dev-Gen for v42 timeframe #!tests #!rb na Change 3486252 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!rb #!tests na Change 3486153 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3485963 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3485949 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3485650 on 2017/06/12 by Olaf.Piesche changing check() to ensure, so DIs that have no GPU implementaiton yet don't crash on compile #!rb none #!tests example emitters Change 3485608 on 2017/06/12 by Frank.Fella Niagara - Data interface editing changes. + Edit data interfaces directly in the stack. (UI Layout isn't great and will be fixed in a future check in.) + For data interface objects which have a default value in the module/dynamin input, the details panel is locked and there is a button to unlock it. Unlocking it makes a copy of the data interface from the script in the local emitter for editing. + All curves are now displayed in the curve editor since the stack doesn't have a way to select them to edit in the stack. This will be fixed later, in the short term the curve editor has buttons to hide/show curves. #!tests Edited curve data interfaces in the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3485578 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) - pickup of late Dev-Gen changes #!rb none #!tests compiled Change 3485569 on 2017/06/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3485568 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3485568 on 2017/06/12 by Andrew.Grant Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE: !40.5 Change 3485432 on 2017/06/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3485368 on 2017/06/12 by Andrew.Grant Changed UEnumProperty::ImportText_Internal to return nullptr if the value cannot be matched to an enum name. This allows higher level code to more appropriately warn or handle the error (as UObject::LoadConfig already does). #!tests verified error is generated and handled #!rb Steve.Robb Change 3485297 on 2017/06/12 by Olaf.Piesche -fix memory stomp and resulting crash with GPU side curl noise DI -add GPU side functionality to the other curve DIs -some more sample assets #!rb none #!tests example emitters opened Change 3484848 on 2017/06/12 by Andrew.Grant Files that required merging from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484847 on 2017/06/12 by Andrew.Grant Files that merged cleanly from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484839 on 2017/06/12 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) @3484136 #!rb none #!tests none Change 3484734 on 2017/06/12 by Ben.Marsh EC: Prevent invalid URLs being posted for badges if the dependent job steps failed to start. #!fyi Daniel.Lamb #!rb none Change 3484682 on 2017/06/12 by Olaf.Piesche -GPU sim data interfaces, part 1; will update the remaining curve interfaces soon -fix rendering bug (flickering) with CPU simulated particles #!rb none #!tests test emitters Change 3484195 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3484136 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484151 on 2017/06/11 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) #!rb none #!tests none Change 3484136 on 2017/06/11 by Jeff.Williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile Change 3484120 on 2017/06/11 by Jeff.Williams Populate -S //Orion/Release-41 -r. Change 3484080 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484079 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484078 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484077 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484072 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484071 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484070 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484069 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484015 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3484014 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3484013 on 2017/06/11 by Andrew.Grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none Change 3483835 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483834 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483833 on 2017/06/10 by Andrew.Grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none Change 3483811 on 2017/06/10 by Andrew.Grant Added incremental cook location to search paths for Gauntlet #!tests compiled #!rb none Change 3483729 on 2017/06/10 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Fortnite/Tests/FortTest.None.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Framework/Gauntlet.TestExecutor.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealApplication.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealTypes.cs -------------------------------------- Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483727 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483726 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483725 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483723 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483722 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483721 on 2017/06/10 by Andrew.Grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none Change 3483622 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483621 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483620 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483619 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483618 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483617 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483616 on 2017/06/10 by Andrew.Grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 Change 3483430 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483429 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483428 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483427 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483425 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483424 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483423 on 2017/06/09 by Andrew.Grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none Change 3483301 on 2017/06/09 by Laurent.Delayen Ghost: Added 'InstantFaceForward' system to snap shooting characters forward when they're turned beyond a configurable threshold. #!rb michael.shin, jay.hosfelt #!tests Ghost Change 3483269 on 2017/06/09 by Zak.Middleton #!ue4-orion - (EditMerge CL 3468253) Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts. #!tests multi-PIE w/ bots and AI #!codereview Andrew.Grant #!rb Ori.Cohen Change 3483225 on 2017/06/09 by Laurent.Delayen Recompressed Animations: Buffs, BaseHero and miscs animations. #!codereview dwayne.martin Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle [CL 3571062 by Andrew Grant in Main branch]
2017-08-03 14:06:31 -04:00
}
else
{
node.NotifySubmitters.UnionWith(submitters);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3564337) #lockdown Nick.Penwarden #rb na Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564585 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564584 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564583 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564582 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... via CL 3564580 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564580 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. #!ROBOMERGE-SOURCE: CL 3564579 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564579 on 2017/07/31 by Ben.Salem Merging using Dev-Gen_->_Release-42 Killing old useless nodes, fixing perf reporting, turning on shallow tests, killing non-focus in-depth perf tests for now #!rb various people in devgen #!tests Ran a shallow test map. Change 3564513 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564512 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564511 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564510 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564507 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564506 on 2017/07/31 by Laurent.Delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). #!codereview jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. Change 3564384 on 2017/07/31 by Shaun.Kime Now have a System Life Cycle module that looks for all the emitters being dead and then disables itself. This also triggers the reset of the simulation. GPU particles seems to have degraded after the spawn rate. Emitters now reset when there are no particles. Systems now reset when the state is Dead or Disabled, so you'll need to add a System Life Cycle component to have proper looping behavior for a system. #!rb none #!tests updated hypnotizer and other scripts Change 3564012 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3564009 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3564008 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3564007 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3564006 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... via CL 3564005 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564005 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added console command to disable URO interpolation. [CODEREVIEW] martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. #!ROBOMERGE-SOURCE: CL 3564003 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3564003 on 2017/07/31 by Laurent.Delayen Added console command to disable URO interpolation. #!codereview martin.wilson, lina.halper #!rb none #!tests ghost networked, simulated proxy. Change 3563538 on 2017/07/30 by Frank.Fella Niagara - Stack data interface editing fixes + When a data interface object is modified by the stack, refresh the curves UI and re-initialize the simulation. + Generate better names for the inputs used by data interfaces. #!Tests The curve UI and simulation update correctly when modifying the curve data interfaces in the stack and the generated inputs for data interfaces have better names. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563537 on 2017/07/30 by Frank.Fella Niagara - Fix the background color for stack errors. #!Tests Stack errors are no longer white. #!rb none Change 3563531 on 2017/07/30 by Frank.Fella Niagara - Generate stack spacer keys more safely to prevent list view crashes. #!Tests adding an emitter spawn module no longer crashes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563518 on 2017/07/30 by Frank.Fella Niagara - Give parameter map error log message more context #!Tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563384 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563383 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563382 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563381 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563380 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... via CL 3563379 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563379 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3563375 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563375 on 2017/07/29 by Andrew.Grant Fixed some commandline logic issues in LoadTest #!tests ran locally #!rb none Change 3563307 on 2017/07/29 by Frank.Fella Niagara - Stack UI Rework + Refactor most of the stack layout code to make things more consistent and to make future features possible. + Add a hover cue for item rows. + Add icons for the different types of inputs. + Make inputs collapsible. + Move the pin buttons to the right side of the name column to prevent visual clutter with the expanders. + Make the module splitter visible and add a correct hover cue. #!Tests Stack functions correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3563305 on 2017/07/29 by Ben.Salem Add Shallow FX Test node to gauntlet and to orionbuild. Also switched Dev-Gen to being the Deep Test branch instead of dev-ui. #!rb none #!tests Ran a test of the new node, preflighted orionbuild.xml changes. Change 3563205 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563204 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563203 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563202 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563201 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... via CL 3563200 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563200 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3563199 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563199 on 2017/07/29 by Andrew.Grant Add an exception handler around post-test Gif creation. Added -attended option to tests. #!tests compiled #!rb none Change 3563187 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3563186 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3563185 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3563184 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3563183 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... via CL 3563182 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3563182 on 2017/07/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none #!ROBOMERGE-SOURCE: CL 3563181 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3563181 on 2017/07/29 by Andrew.Grant Fix an issue where we'd try to set a file attriute before copying it (!) Turn failure of handling loadorder file into a warning #!tests compiled. #!rb none Change 3562983 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562982 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562981 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562980 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562979 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... via CL 3562978 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562978 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [at Nick.Darnell,] [at Don.Eubanks] [FYI] Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) [QAREVIEW] Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place #!ROBOMERGE-SOURCE: CL 3562969 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562977 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562976 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562975 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562974 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562973 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... via CL 3562970 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562970 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none [at daniel.lamb] #!tests LoadTest locally on cooked data on PS4/Win64 #!ROBOMERGE-SOURCE: CL 3562966 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562969 on 2017/07/28 by Dan.Hertzka Fixed all orion tooltip scaling & placement issues - Tooltip itself is always drawn unscaled, regardless of the anchor's layout or render scaling - Tooltip is anchored based on both the layout and render scaling, so the unscaled tooltip still appears in the correct spot relative to the scaled anchor - Finally, all tooltips are always drawn at full opacity and with no tint, regardless of the tint/alpha on the anchor - Unfortunately this couldn't all just be added direcly to SMenuAnchor. It's in proper Slate land and unable to access the game viewport's DPI scale. Made a few small engine-level changes to SMenuAnchor: - Added bApplyWidgetStyleToMenu - if false, the popup is given a default FWidgetStyle when it's painted - Moved the FPopupPlacement declaration to SMenuAnchor.h, but it's a protected declaration within the widget [OR-41642] - Alpha is no longer applied to the chest tooltips. Also, the chests on the edge won't have their tooltip clip off the screen. #!review-3562971 @Nick.Darnell, @Don.Eubanks #!fyi Matt.Schembari, Philip.Buuck, Stephan.Jiang #!rb none #!tests Editor tooltips are fine; PIE Frontend - checked that both the deck builder gem tree gems and the side entries in the chest selection screen appear properly (good examples of layout scaling and pure render scaling) #!QAReview Let me know if you come across any tooltips that are blatantly huge, tiny, or in an incorrect place Change 3562966 on 2017/07/28 by Andrew.Grant Editgration of 3437205 from Dev-Framework to address issues with Blueprint references being incorrectly collected #!rb none #!review-3562967 @daniel.lamb #!tests LoadTest locally on cooked data on PS4/Win64 Change 3562965 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3562964 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3562963 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3562962 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3562961 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... via CL 3562960 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3562960 on 2017/07/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none #!ROBOMERGE-SOURCE: CL 3562959 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3562959 on 2017/07/28 by Andrew.Grant Changed to LoadTest to prevent it timing out on PS4 #!tests tested locally #!rb none Change 3562136 on 2017/07/28 by Shaun.Kime Changing the version so that old assets will recompile and regenerate their spawn attribute table #!rb none #!code.review simon.tovey #!tests opened asset and made sure it compiled on load Change 3560805 on 2017/07/28 by Simon.Tovey - Programmable spawning All spawning controlled by creating a FNiagaraSpawnInfo attribute. Any of these attributes in an emitter will feed one spawn script run. - Fixed issue with HLSL and register table layout not matching for structs correctly. - Removed some vestigial code. - Temporarily commenting out references to burst in the UI until we can hook them back up. - Removed direct ref to emitter handle in emitter instances with an EmitterIndex in their parent. More broadly useful and can be used to access emitter handle. - Fixed a couple of issues breaking interpolated spawning. - Updated default emitter and the hypnotiser to new spawning method. #!rb none #!tests Tested new default emitter and a few others. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3560376 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560375 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560374 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560373 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560372 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... via CL 3560370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560370 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: stephan.jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE #!ROBOMERGE-SOURCE: CL 3560367 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560367 on 2017/07/27 by Stephan.Jiang OrionEditableTextBox max count -- This way there is a max count for Deck names so they won't go over above 50 characters. #!rb Dan.Hertzka #!test PIE Change 3560196 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560192 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560188 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560186 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560185 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... via CL 3560183 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560183 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client #!ROBOMERGE-SOURCE: CL 3560180 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560180 on 2017/07/27 by Daniel.Lamb Added more information to the logging output for OR40458. #!rb Trivial #!test Compile and run orion server / ps4 client Change 3560131 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3560130 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3560129 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3560128 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3560127 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... via CL 3560126 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3560126 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none #!ROBOMERGE-SOURCE: CL 3560123 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3560123 on 2017/07/27 by Ori.Cohen Fix rigid body node not working on ps4 due to fast path not allowing ragdolls to be created. This should not apply for animation. #!rb David.Hill #!jira OR-41774 #!tests none Change 3559908 on 2017/07/27 by Aaron.McLeran Fixing compile error #!tests none #!rb none #!codereview Andrew.Grant Change 3559674 on 2017/07/27 by Shaun.Kime Now batching up the shader constants into another data set for System/Emitter graphs. #!rb Simon.Tovey #!tests ran multiple copies of Hypnotizer and made sure that they obeyed the emitter lifetime module outputs. Change 3559527 on 2017/07/27 by Aaron.McLeran #!jira UE-45483 Integrating fix to //Orion/Dev-General #!rb none #!tests none Change 3559284 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559283 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559282 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559281 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559280 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... via CL 3559115 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559254 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3559253 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3559252 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3559251 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3559250 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... via CL 3559060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3559192 on 2017/07/27 by Shaun.Kime Removing compile on load for standalone functions. #!rb none #!tests n/a Change 3559115 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets #!ROBOMERGE-SOURCE: CL 3559111 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559111 on 2017/07/27 by Laurent.Delayen Exposed GetAzimuthAndElevation to blueprints. #!rb none #!tests Pyro turrets Change 3559060 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz compile fix #!rb none #!test compiles @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3559043 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3559043 on 2017/07/27 by Jon.Lietz compile fix #!rb none #!test compiles #!review-3559054 @Daniel.Lamb Change 3558928 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3558927 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3558926 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3558923 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3558921 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... via CL 3558919 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3558919 on 2017/07/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None #!ROBOMERGE-SOURCE: CL 3558917 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3558917 on 2017/07/27 by Daniel.Lamb More temporary code to track down OR-40458 #!test Paragon boot test ps4 #!rb None Change 3558264 on 2017/07/27 by Wyeth.Johnson Pondering update Change 3558206 on 2017/07/27 by Jurre.deBaare HLOD: Need to be able to disable auto-LOD generation on meshes in a BP #!fix added flag to PrimitiveComponent to disable certain BP components to be excluded from HLOD generation, and also not have a LODParent primitive set #!jira UE-47711 #!rb Benn.Gallagher #!Tests generate HLOD clusters with enabled/disabled components and actors Change 3558200 on 2017/07/27 by Jurre.deBaare Crash rebuilding HLOD cluster #!fix Simplygon returns an empty mesh if the input is not overlapping the culling (landscape) mesh, so added bound check for input vs landscape to prevent this situation #!misc Added error when Simplygon returns an invalid raw mesh after processing #!jira UE-47709 #!rb Benn.Gallagher Change 3558116 on 2017/07/27 by Wyeth.Johnson Roughed in drag, while pondering physical correctness or lack therof Change 3557918 on 2017/07/27 by Simon.Tovey ~2x speed up of niagara compilation. Set of visited nodes in numeric fix up viistor was becoming massive and spending about half the total compile time just ensuring we'd not visited a node before. Moved over to a slightly clunkier but faster method of using a visitor ID on the node itself. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime #!rb none #!tests tested several emitters. Seems to work Change 3557439 on 2017/07/26 by Olaf.Piesche Replicating CL3557068 Adding a configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #!rb marcus.wassmer #!tests QAGame Change 3556915 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556914 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556913 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556912 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556911 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... via CL 3556910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556910 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked #!ROBOMERGE-SOURCE: CL 3556903 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556903 on 2017/07/26 by Daniel.Lamb Temporary change to help track down garbage UTexture refrence related to OR-40458 #!rb Trivial #!test Paragon cooked Change 3556592 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556591 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556590 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556589 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556588 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... via CL 3556587 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556587 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. #!ROBOMERGE-SOURCE: CL 3556570 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556570 on 2017/07/26 by Andrew.Grant Allow Notify nodes to be absolute - e.g. replace any notication settings the node has from being included in other targets. This is to allow us to restrict emails about certain warnings or failures to a smaller subset of people #!rb Ben.Marsh (review) #!tests Debugged through a Nightly Build target of OrionBuild and verified absolute notifies are correctly set up. Change 3556239 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3556238 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3556237 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3556236 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3556235 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie [at Daniel.Lamb] #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... via CL 3556229 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3556229 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3556226 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3556226 on 2017/07/26 by David.Ratti Fix issue where gameplay tags were not deterministic between cooked and uncooked #!rb none #!tests pie #!review-3556227 @Daniel.Lamb Change 3556163 on 2017/07/26 by Frank.Fella Niagara - Rework the system toolkit so that it can edit stand alone emitters and systems. This allows the use the attribute spreasheet and system views when editing emitters and enables inspecting and editing the emitter graphs (for debug purposes) when editing systems. #!Tests Verified general system and emitter editing functionality. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3556104 on 2017/07/26 by Jian.Ru Changed OpacityConst and OpacityMaskConst default to 1.0 to prevent HLOD meshes from disappearing Change 3555992 on 2017/07/26 by Frank.Fella Niagara - Fix a bug when deleting dynanmic inputs which would leave the graph broken. #!Tests Removing a dynamic input now leaves the graph in a vaild state. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3555991 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555988 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555984 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555983 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555982 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... via CL 3555896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555896 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie #!ROBOMERGE-SOURCE: CL 3555778 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555778 on 2017/07/26 by David.Ratti Change GameplayCueManager to deal with UClasses instead of CDOs when managing preallocation lists. OR-41476 #!rb none #!tests pie Change 3555726 on 2017/07/26 by Frank.Fella Niagara - Don't clear keyboard focus on commit for float and int value editors. #!Tests keyboard focus is no longer cleared. #!rb none Change 3555668 on 2017/07/26 by Frank.Fella Niagara - Fix a bug in the hlsl translator where multiple dynamic input usages were not genering unique code like modules. #!Tests Multiple dynamic input usages generate correct code. #!rb Shaun K. Change 3555188 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3555187 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3555186 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3555185 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3555184 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... via CL 3555088 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3555088 on 2017/07/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none #!ROBOMERGE-SOURCE: CL 3555053 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3555053 on 2017/07/26 by Andrew.Grant Gauntlet - Fixed error in checking availability range of devices #!tests debugged #!rb none Change 3554987 on 2017/07/26 by Simon.Tovey Fixed register table / hlsl mismatch #!rb none #!tests Scripts with compound structs containing ints now work correctly. #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3554672 on 2017/07/25 by Olaf.Piesche More PS4 cooking/launching fixes #!rb none #!codereview simon.tovey,frank.fella,shaun.kime #!tests cook PS4 Change 3554407 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3554406 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3554405 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3554404 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3554403 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... via CL 3554400 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3554400 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none #!ROBOMERGE-SOURCE: CL 3554397 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3554397 on 2017/07/25 by Andrew.Grant Duplicating fix for UE-47657 - streaming issues with Linux builds #!tests compiled, ran PS4 client #!rb none Change 3554394 on 2017/07/25 by Wyeth.Johnson Mooooore modules work Change 3553557 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3553556 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3553555 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3553554 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3553553 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... via CL 3553552 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3553552 on 2017/07/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none #!ROBOMERGE-SOURCE: CL 3553548 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3553548 on 2017/07/25 by Andrew.Grant Added availability constraints to devices #!tests ran locally and debugged results #!rb none Change 3553261 on 2017/07/25 by Frank.Fella Niagara - Added some editor only delegates so that we can handle the niagara system instance creation and destruction more consistently. Also removed the get on create functionality when getting the system instance from the component. #!Tests Verified that the system instance is now valid when opening the system and emitter editors. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3553018 on 2017/07/25 by Frank.Fella Niagara - Remove a check which was causing crashes when executing an empty script. We probably shouldn't execute these at all, but that can be a future optimization. #!Tests Empty scripts no longer crash when executed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552872 on 2017/07/25 by Frank.Fella Niagara - Allow setting system parameters in the system scripts and tweak the IsValid() logic on systems and scripts so that systems with empty system scripts can still run. #!Tests Empty system scripts now run, and invalid system scripts no longer try to simulate and cause a crash. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3552115 on 2017/07/24 by Olaf.Piesche More compile errror fixes for Clang #!rb none #!codereview Simon.Tovey #!tests build Win64 and PS4 Change 3551601 on 2017/07/24 by Wyeth.Johnson Some debug stuff Change 3551581 on 2017/07/24 by Frank.Fella Niagara - Make the simulation tolerate float inaccuracies a little better when updating using desired age. #!Tests Simulations no longer reset every frame when paused. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3551454 on 2017/07/24 by Wyeth.Johnson test for frank Change 3551387 on 2017/07/24 by Daniel.Lamb Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 Change 3551377 on 2017/07/24 by Daniel.Lamb When you run from launch build it always puts notimeouts on the commandlines #!rb Trivail #!test Cooked paragon ps4 Change 3551370 on 2017/07/24 by Daniel.Lamb Added option to dump all the scalability options which were applied. #!rb Trivial #!test Cooked paragon Change 3551101 on 2017/07/24 by Bart.Hawthorne Remove the call to UDemoNetDriver::TickCheckpoint inside UDemoNetDriver::SaveCheckpoint. There was an edge case where if the partial bunch reliable threshold was hit, since this call is outside the normal tick flow, the connection didn't have a chance to internally ack the packets, so the actor might not replicate out to the checkpoint since the channel was waiting for them to still be ack'd. #!codereview ryan.gerleve #!rb none #!tests saved and loaded replay Change 3551058 on 2017/07/24 by Shaun.Kime Removed logging code #!rb none #!tests n/a Change 3550968 on 2017/07/24 by Wyeth.Johnson Some more tests Change 3550806 on 2017/07/24 by Shaun.Kime Basic lifetime in place for solo emitters. #!rb none #!test modified Hypnotizer asset to have two loops then ultimately a reset at 15 sec. Change 3550785 on 2017/07/24 by Frank.Fella Niagara - Fix a crash when opening the system editor related to moving the stack to it's own module. #!tests no longer crashes. #!rb none Change 3550137 on 2017/07/23 by Frank.Fella Niagara - Create a separate module for niagara editor widgets and move the stack UI there. This enables hot reloading for faster UI iteration. #!tests Verified that hot reloading works for the stack UI. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3549581 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3549580 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3549579 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549578 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3549577 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... via CL 3549576 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3549576 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549564 in //Orion/Release-42/... #!ROBOMERGE-BOT: ORION (Release-42 -> Main) Change 3549564 on 2017/07/22 by Andrew.Grant Gauntlet - only warn on device issue if > 2 errors occur #!tests compiled #!rb none Change 3549546 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... via CL 3549545 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3549545 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3549544 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3549544 on 2017/07/22 by Andrew.Grant Gauntlet - only warn about device problems if > 1 error occurs #!tests compiled #!rb none Change 3549542 on 2017/07/22 by Andrew.Grant Merging latest from //Orion/Main to Release-42 #!tests #!rb none Change 3549530 on 2017/07/22 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3549505 on 2017/07/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3549101 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3549488 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3549423 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3549404 on 2017/07/22 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3549101 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3549055 on 2017/07/21 by Frank.Fella Niagara - Move stack editor data to it's own class so that the system and emitter sub-stacks can have their own copies since they are in different graphs and the system is shared among all emitter stacks. #!Tests various stack functionality which is stored in the editor data. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3548983 on 2017/07/21 by Olaf.Piesche Re-adding inadvertantly deleted IsValid function to FNiagaraDataSetIterator. Oops. Should fix Wyeth's current crash opening assets. #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests none Change 3548810 on 2017/07/21 by Bart.Hawthorne Don't replicate the WorldSettings Pauser property out to replays - this causes the pause button to automatically get pressed (since it checks the pauser property for its state). #!jira OR-41516 #!rb none #!codereview ryan.gerleve #!tests watched a live replay and paused it from the match, also used the pause button normally in a regular replay Change 3548740 on 2017/07/21 by Bart.Hawthorne - Added an OnRep for the Pauser member on the WorldSettings so code can get notified for when the server becomes paused - Hooked up the HUDContext and Escape Menu Widget to the WorldSettings Pauser OnRep so that the pause game button text can update appropriately #!codereview ryan.gerleve, cody.haskell #!rb none #!tests paused and unpaused game in a live match and tested pausing in a replay Change 3548656 on 2017/07/21 by Olaf.Piesche Changing const statics with class-scope initialization to class-scope enum to make compile on Clang #!rb none #!codereview shaun.kime,frank.fella,simon.tovey #!tests builds, editor, sample assets Change 3548395 on 2017/07/21 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-42 (//Orion/Release-42) Change 3548394 on 2017/07/21 by Ben.Salem Add flavor of build to FX Perf report mail. Also, add -localmailer flag to FXtests to allow for reports to be sent out from tests run locally. #!rb none #!tests Ran a pass with the -localmailer flag enabled and mail sent out properly. Change 3548382 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548285 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3548082 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548098 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3548095 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3548092 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3548090 on 2017/07/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3548082 on 2017/07/21 by Andrew.Grant Copying //Orion/Dev-UI to Main #!tests #!rb none Change 3548077 on 2017/07/21 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3547577 on 2017/07/20 by Olaf.Piesche -various build problems for non-editor builds fixed -almost there -editor should still build and run fine; PC game and PS4 are building save for one more error #!rb none #!codereview frank.fella,shaun.kime,simon.tovey #!tests editor Change 3547495 on 2017/07/20 by Shaun.Kime Checkpointing code for liftetime management of emitters. Moved everything to new enum ENiagaraExecutionState. More work on EmitterLifetime module. Added the count for number of alive emitters and emitter particle counts to appropriate emitter and system script execution. Still need to implement for batched system scripts. Fixed up enums so that they can be assigned using numerics so that we can use in ==/!=/etc. #!rb none #!tests n/a Change 3547204 on 2017/07/20 by Thomas.Ross Compile all blueprints commandlet #!rb Andrew.Grant #!tests Local command line, Electric Commander Change 3546884 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3546847 on 2017/07/20 by Andrew.Grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #!tests #!rb none Change 3546620 on 2017/07/20 by Simon.Tovey Adding integer random to fix wyeths random issues. #!rb none #!tests random range now works. Exisiting randoms work Change 3546539 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... via CL 3546538 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3546538 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locking to 3537225 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546537 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3546537 on 2017/07/20 by Andrew.Grant Version locking to 3537225 #!ROBOMERGE: !41.4 #!tests #!rb none Change 3546417 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546416 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546415 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546414 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546413 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... via CL 3546399 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546399 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: bart.hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve [FYI] cody.haskell #!tests paused match several times and check that pause text got updated #!ROBOMERGE-SOURCE: CL 3543964 in //Orion/Release-41.5/... #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3546344 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3546343 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3546342 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3546341 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3546340 on 2017/07/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3546335 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3546335 on 2017/07/20 by Andrew.Grant Merging 3542600 from Release-41.5 (Escape_Menu left as target) #!tests #!rb none Change 3546201 on 2017/07/20 by Andrew.Grant AsyncLoading fix from UE4/Main #!tests compiled #!rb Gil.Gribb Change 3545394 on 2017/07/19 by Shaun.Kime Missing header #!rb none #!tests n/a Change 3545391 on 2017/07/19 by Shaun.Kime Added an HLSL code viewer to Niagara scripts in the system panel. #!rb none #!tests n/a Change 3545250 on 2017/07/19 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3545029 on 2017/07/19 by Daniel.Lamb Merging 3474537 //UE4/Dev-Rendering/Engine/Source/... to //Orion/Dev-UI/Engine/Source/... #!test Paragon editor rebuild lighting Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) #!rb Phillip.Kavan, Zak.Middleton Change 3544816 on 2017/07/19 by Wyeth.Johnson Moduleiteration Change 3544763 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast #!rb none #!tests n/a Change 3544762 on 2017/07/19 by Shaun.Kime Fixing a hard checked cast. #!rb none #!tests n/a Change 3544587 on 2017/07/19 by Dan.Oconnor Hardening for edge case in blueprint loading. This if statement will be removed entirely in Dev-Framework #!rb Phillip.Kavan #!rnx #!jira OR-38176 #!fyi Ben.Zeigler #!tests:PIE Change 3544082 on 2017/07/19 by Andrew.Grant Duplicating 3531450 to address OR-41160 #!tests compiled #!rb Chris.Bunner Change 3543964 on 2017/07/19 by Bart.Hawthorne Force a net update on the world settings when the server is paused. This is so that clients get the updated pauser property, which might not be replicated because the world game time is not increasing. #!rb ryan.gerleve #!fyi cody.haskell #!tests paused match several times and check that pause text got updated Change 3543522 on 2017/07/18 by Wyeth.Johnson Added some comments to spawn location script Change 3543419 on 2017/07/18 by Olaf.Piesche Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) Code only; OrionGame still to be merged #!rb none #!codereview simon.tovey shaun.kime frank.fella #!tests sample niagara assets Change 3543302 on 2017/07/18 by Brian.Fasten Fix for include paths/ #!rb Daniel.Lamb #!test Paragon editor compile Change 3543200 on 2017/07/18 by Andrew.Grant Fixed another formatting error #!tests compiled #!rb none Change 3543120 on 2017/07/18 by Andrew.Grant Fixed extra format specifier #!tests compiled #!rb daniel.lamb Change 3543066 on 2017/07/18 by Wyeth.Johnson First pass at a real Niagara module. Sphere spawning checked in, supports radius, XYZ transform, Nonuniform scale, two different density distributions, and hemispherical culling. Points of debate are: how and what to hide behind switches How to generalize the density function. curve lookup? dynamic input? What is fast, cheap, and useful Need for static switching for optimization Need for dynamic exposure/collapse of options based on those switches Need to bubble up autopinned stuff to the stack, leave the rest collapsed Commenting style, node layout style, numeric pins use (convert to type, vs. leave numeric through as much as possible) Change 3542935 on 2017/07/18 by Olaf.Piesche -More events work; spawn events for GPU sim -bit of cleanup, more needed -PS4 shader compilation and cooking now working -Fixed the bug that made it so a manual recompile was needed to get a GPU simulated emitter to run #!rb none #!tests example assets Change 3542926 on 2017/07/18 by Frank.Fella Niagara - Missed in last checkin. #!tests none #!rb none Change 3542914 on 2017/07/18 by Andrew.Grant Removed hack, changed material warning to ASSET_LOG #!tests compiled #!rb none Change 3542889 on 2017/07/18 by Ori.Cohen Exposed an inertia scale for body instances #!rb Lina.Halper #!tests none Change 3542861 on 2017/07/18 by Andrew.Grant Fix for compile issue in non-shipping #!tests compiling #!rb none Change 3542835 on 2017/07/18 by Frank.Fella Niagara - Stack UX improvements + Can now navigate to dynamic input and module assets by double clicking on them in the stack. Currently only works in the emitter editor since we deep copy the graph and lose the asset references. + Can now collapse stack groups with a button. + Curves should always show up in the curve editor now. Custom seleciton is coming later. + Prevent duplication of output nodes since they can't be deleted. #!tests Verified new stack functionality and output node duplication. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3542816 on 2017/07/18 by Wyeth.Johnson Sphere V2 Change 3542798 on 2017/07/18 by Simon.Tovey Fix for crash Wyeth is seeing. #!rb none #!tests fixes crash. Change 3542787 on 2017/07/18 by Andrew.Grant Added UE_ASSET_LOG macro and moved some current warnings in Orion to UE_ASSET_LOG UE_ASSET_LOG is intended to provide a means of emitting asset-related logging in a consistent format that can be parsed by CIS jobs and tools. Currently there is a single option (AssetLogShowsDiskPath, true by default) but this could be expanded to provide additional options. The asset argument can be a UObject pointer or a const TCHAR* to a path. Package paths (/Game/Path/Foo.uasset), object paths (/Game/Path/Foo.Foo) and relative paths (..\..\..\OrionGame\Foo\Foo.uasset) are all supported. Usage: E.g UE_ASSET_LOG(LogMaterial, Warning, Material, TEXT("Failed to compile material")); UE_ASSET_LOG(LogMaterial, Warning, *Material->GetPathName(), TEXT("Failed to compile material")); #!tests ran locally with a selection of different asset arguments #!rb Ben.Marsh #!review-3542499 @Ben.Marsh Change 3542648 on 2017/07/18 by Jon.Lietz needed file #!rb none #!tests compiles Change 3542600 on 2017/07/18 by Cody.Haskell Work on adding pause feature to escape menu. use -fakecustom on the command line to make the menu option come up in non-custom matches for testing #!codereview Bart.Hawthorne #!tests Golden Path #!rb none Change 3542560 on 2017/07/18 by Jon.Lietz first pass moving cards in world from BP to native - fixed issue with active items - fixed a crash inside the engine with actor sequence component - fixed an issue with the Ability system comp upadting shadow plane vision based on vision manager that might not have updated yet. #!rb none #!tests cards now no longer show up if the user is in shadow plane and the viewer's team does not have vision on them. Change 3542543 on 2017/07/18 by Simon.Tovey A bit of improved log spam for VM backend #!rb none #!tests none Change 3542235 on 2017/07/18 by Wyeth.Johnson Two separate implementations of sphere spawning, working on 3rd before eval Change 3542102 on 2017/07/18 by Simon.Tovey Fixed bug in bytecode generation due to incorrect temp register allocation. #!rb none #!tests Wyeths test case now works + some other emitters tested still working. Keeps around the last HLSL translation generated. #!rb none #!tests n/a Change 3541991 on 2017/07/18 by Shaun.Kime Fix for making sure that the cube map selected for the profile is loaded from disk between editor runs. #!rb none #!tests opened editor, changed profile's cube map, then closed settings editor to save, exited app, restarted and verified that the cube map is the same Change 3541819 on 2017/07/18 by Andrew.Grant Better logging for warning #!tests #!rb none Change 3541178 on 2017/07/17 by Ori.Cohen Fix jitter with hair in rigid body node caused by bad contact offset. #!rb none #!tests none Change 3541059 on 2017/07/17 by Daniel.Lamb Fixed issue with volatile string names being used as the key for TMap. #!rb Jason.Bestimt #!test Paragon Client #!jira OR-41135 Change 3540970 on 2017/07/17 by Wyeth.Johnson test emitters for modules Change 3540948 on 2017/07/17 by Ben.Salem Add comma separated hero list support to FXTest Gauntlet node. #!rb none #!tests compiled and passed in a 2-person comma separated list. Change 3540875 on 2017/07/17 by Ben.Salem Enable SoloSmokes to back up logs after tests run. #!rb none #!tests Ran smoke pass today. Change 3540561 on 2017/07/17 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) #!rb Lina.Halper #!tests none Change 3540529 on 2017/07/17 by Andrew.Grant Disable screenshots #!tests compiled #!rb none Change 3540108 on 2017/07/17 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #!rb David.Hill #!tests none Change 3539847 on 2017/07/17 by Wyeth.Johnson Fixing up redirects in Niagara content plugin folder Change 3539554 on 2017/07/17 by Don.Eubanks Added Deck Descriptions to Deck Selection Screen - Set basic / placeholder descriptions for all 6 starter decks to include Attribute names Added "bAllowRightClickScrolling" to SScrollBox and UScrollBox to control whether or not holding the right mouse button will allow scrolling. - Disabled for Deck Selector scroll box. #!rb none #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 #!review-3539555 matt.schembari dan.hertzka philip.buuck #!fyi dan.hertzka - Hope I'm not out of line adding this feature to SScrollBox, didn't see any other way to disable it (MouseWheel already a similar feature driven by an enum) Change 3539506 on 2017/07/16 by Andrew.Grant REsolved files from Main after Dev-UI merge #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_Balance/OrionGame/Content/Blueprints/AbilityRangedMacros.uasset -------------------------------------- Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3539483 on 2017/07/16 by Don.Eubanks Backing out changelist 3539458 per andrew.grant's request as it can cause a crash on project generation. #!rb none #!tests Compile DebugGame Editor Win64 Change 3539458 on 2017/07/16 by Andrew.Grant Combined rules for Orion targets into common base class to remove some inconsitencies and provide easier editing #!tests BuildCookTest locally, preflighted with tests #!rb none #!review-3539459 @daniel.lamb, @david.ratti Change 3539386 on 2017/07/16 by Andrew.Grant Disabled screenshots on 'None' test #!tests #!rb none Change 3539383 on 2017/07/16 by Andrew.Grant Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-IWYU (//Orion/Dev-IWYU) Change 3539374 on 2017/07/16 by Andrew.Grant Gauntlet - Added timeout to PS4DevkitUtil commands #!tests ran test locally #!rb none Change 3539174 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3539156 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3539146 on 2017/07/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3539142 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3539142 on 2017/07/15 by Andrew.Grant Copying //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3539129 on 2017/07/15 by Andrew.Grant Added an ensure on render-target size to catch bad data earlier #!tests ran with some bad data :) #!rb none Change 3539094 on 2017/07/15 by Andrew.Grant Fixed log location not being written out to report #!tests none #!rb none Change 3539009 on 2017/07/15 by Andrew.Grant Moved perf extraction into the SoakTest node Now generate perf values for ShortSoloGame #!tests ran locally #!rb none Change 3538990 on 2017/07/14 by Andrew.Grant Made gif's work for editor-based tests #!tests ran locally #!rb none Change 3538968 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538967 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538966 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538965 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538964 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay [at david.ratti] #!rb none #!ROBOMERGE-SOURCE: CL 3538962 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538962 on 2017/07/14 by Andrew.Grant Only warn about errors in magnitude modifiers if that is the magnitude type the GE is set to use. #!tests verified some warnings in Orion go aay #!review-3538963 @david.ratti #!rb none Change 3538954 on 2017/07/14 by Andrew.Grant Screenshot support for gauntlet: - Test nodes and/or controllers can specify a periodic interval for screenshots to be taken. - Screenshots are converted to jpeg and archived with other artifacts - Screenshots are turned into gif's and linked in the report #!tests lots of running of tests #!rb none Change 3538714 on 2017/07/14 by Shaun.Kime Adding in a root transform adjustment for the emitter so that things don't spawn at 0,0,0 anymore. Will make it adjustable in the future. #!rb none #!tests n/a Change 3538710 on 2017/07/14 by Shaun.Kime Moving to the advanced preview scene so that we can have something to collide against and also contrast against for better preview. #!rb none #!tests n/a Change 3538581 on 2017/07/14 by Don.Eubanks Fixing compilation. #!rb none #!tests Compile DebugGame Editor Win64 #!fyi daniel.lamb Change 3538543 on 2017/07/14 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node #!rb Lina.Halper #!tests none Change 3538428 on 2017/07/14 by Daniel.Lamb Added support for timerguard to take in a delegate used to generate the string output which means it doesn't need to be generated unless the timer triggers. #!rb Jason.Bestimt #!test Paragon ps4 Change 3538416 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538415 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538414 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538413 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538412 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 via CL 3538411 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538411 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... via CL 3538410 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538410 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538408 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538408 on 2017/07/14 by Andrew.Grant Merging 3503620 from //UE4/Release-4.16/... extra checks to catch bad things that may contribute to GPU crashes #!tests compiled #!rb marcus.wassmer Change 3538389 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3538388 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3538387 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3538384 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3538383 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 via CL 3538382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3538382 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... via CL 3538380 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3538380 on 2017/07/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer #!ROBOMERGE-SOURCE: CL 3538379 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3538379 on 2017/07/14 by Andrew.Grant Adding extra latency to device deletion to see if it helps with d3d crashes #!tests compiled #!rb marcus.wassmer Change 3538305 on 2017/07/14 by Shaun.Kime Making if nodes handle enums and a follow-up file from previous commit #!rb none #!tests n/a Change 3538303 on 2017/07/14 by Shaun.Kime Added comment nodes #!rb none #!tests added to working script saved and reloaded Change 3538084 on 2017/07/14 by Frank.Fella Niagara - Change the available parameter list for functions so that it only shows parameters written before the current module, add initial versions of parameters written in the spawn script, and fix the function output lists so that they only show actual outputs. #!tests Verified that the available parameters for inputs is correct, and verified that the output lists are correct. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3538007 on 2017/07/14 by Shaun.Kime Adding basic enum support. By default we have an enum ENiagaraExecutionState that can be used by both systems and emitters to track their status. Removed the Start/End/NumLoop data from Emitters. A future changelist will introduce scripts that manage the execution state mentioned above. #!rb None #!test n/a Change 3537732 on 2017/07/14 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. #!rb David.Hill #!tests none Change 3537395 on 2017/07/14 by Simon.Tovey Slightly improved error reporting for data interfaces that can't (yet). Error reporting in general needs a lot of work. Soon. #!rb none #!tests We now don't just ensure() when using interfaces with not GPU implementation, an error is reported to the log. ? Interfaces with instance data now work. ? Emitter editor now has proper system setup so their scripts work correctly. ? Modified pin creation for emitter nodes. ? System instances respecting their bError flag again. ? Removed some log spam from compiling function/module/dynamic input scripts. #!rb none #!tests Interfaces needing instance data now work #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3537288 on 2017/07/14 by Frank.Fella Niagara - Parameter wrangling Part 1 + Modules for setting specific parameters can be reassigned to set other parameters. + You can now add a new parameter of any type to the current namespace in each stack. + The "Read from new parameter" options when assigning an input will be correct based on the current namespace and asset editor type. + You can now assign any written parameter in the stack to an input. This will be filtered based on the current context in the future. + Set parameter modules are now added with their input pinned and collapsed. #!Tests adding and re-assigning set parameter nodes works correctly and read from new parameter options have the correct context. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3537247 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537246 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537245 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537244 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537243 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 via CL 3537232 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537242 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537241 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537240 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537239 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3537238 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 via CL 3537231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537232 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 via CL 3537227 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537231 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 via CL 3537170 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3537227 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... via CL 3537226 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537226 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none #!ROBOMERGE-SOURCE: CL 3537225 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537225 on 2017/07/13 by Andrew.Grant Temp fix for PS4DevkitUtil being created when running with -server Root issue logged as UE-47237 #!tests ran editor with -server #!rb none Change 3537170 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... via CL 3537169 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3537169 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png [at luke.thatcher] #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader #!ROBOMERGE-SOURCE: CL 3537166 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3537166 on 2017/07/13 by Andrew.Grant On failure of orbis-pub-cmd parse log for warnings/errors and print them in a way that registered with EC. #!tests preflighted with a bogus png #!review-3537167 @luke.thatcher #!rb none Sample - https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/65912461?stepName=Publish%20PS4%20Client%20Patches&jobId=7886572&jobName=Orion%20Release-41.3%20-%20Preflight%20CL%203533132%20with%20Base%20CL%203537005%20-%20Standard%20Build&tabGroup=diagnosticHeader Change 3537121 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3537120 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3537119 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3537117 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... via CL 3537116 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3537116 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. [at matt.schembari,] [at matt.kuhlenschmidt,] [at nick.darnell] #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE-SOURCE: CL 3537114 in //Orion/Dev-UI/... #!ROBOMERGE-BOT: ORION (Dev-UI -> Main) Change 3537114 on 2017/07/13 by Andrew.Grant Fix for OR-40456 & OR-39909 - game & pie crashing on exit. Similar to UE-35726 there's something modifying the layer list while it's emptied so handle this by removing them first and then destructing. #!review-3537115 @matt.schembari, @matt.kuhlenschmidt, @nick.darnell #!jira OR-40456, OR-39909 #!tests ShortSoloGame with editor no longer crashes #!rb none #!ROBOMERGE: Main Change 3536905 on 2017/07/13 by Andrew.Grant Safety ensure as someone hit a crash here #!tests #!rb none #!jira OR-41029 Change 3536904 on 2017/07/13 by Andrew.Grant Don't ask PhysX to clean invalid meshes #!tests cooked #!rb none Change 3535790 on 2017/07/13 by Andrew.Grant Back out changelist 3534956 #!tests #!rb none Change 3535541 on 2017/07/13 by Frank.Fella Sequencer - Implement SupportsSequence in the audio, event, and matarial parameter collection tracks. This change is being made to prevent them from showing up in the niagara sequencer UI. #!tests Tracks don't show up in niagara and still do in the level sequence and widget animation. #!rb Max.Chen Change 3535092 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3535083 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3535080 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3535074 on 2017/07/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3535068 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3535068 on 2017/07/13 by Andrew.Grant Merging //Orion/Dev-UI to Main (//Orion/Main) #!tests #!rb none Change 3534956 on 2017/07/12 by Andrew.Grant Made ensures non-errors for commandets Ben - let me know what you think of this. Probably worthy of discussion, but at least this checkin will get the overnight builds a bad tag that some muppet checked in :) #!review-3534957 @Ben.Marsh #!tests compiled #!rb none Change 3534933 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3534918 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534892 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance #!tests #!rb none Change 3534817 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-General #!tests #!rb none Change 3534728 on 2017/07/12 by Andrew.Grant Copying //Orion/Dev-UI @ 3534719 to Main #!tests #!rb none Change 3534652 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534651 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534649 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 via CL 3534058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534640 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534639 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534637 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 via CL 3533921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534629 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3534628 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3534626 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 via CL 3533602 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3534511 on 2017/07/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb none Change 3534430 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI Change 3534341 on 2017/07/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3534318 on 2017/07/12 by Ori.Cohen Fix external force on immediate mode not accounting for body mass #!rb none #!tests none Change 3534240 on 2017/07/12 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space #!rb Lina.Halper #!tests none Change 3534062 on 2017/07/12 by Frank.Fella Niagara - Stack system support. + System spawn and update are now available in the stack when in the system editor. + Rmoved some potentially unsafe stack utility methods which could make the graph unusable and replaced them with safe ones. + Removed some checks from the emitter node compile and replaced them with compiler errors. #!tests System stacks show up in the system editor and you can add and remove modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3534058 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 via CL 3534057 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3534057 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... via CL 3534055 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3534055 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added boot script for Capture team #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3534054 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3534054 on 2017/07/12 by Andrew.Grant Added boot script for Capture team #!tests ran test locally #!rb none Change 3533959 on 2017/07/12 by Daniel.Lamb Added support for timeguard to have an fname associated with it. Greatly increasing the usefulness. The string operations will not be performed unless the timer is triggered and the fname is set. #!rb Jason.Bestimt #!test Paragon ps4 Change 3533921 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 via CL 3533920 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533920 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... via CL 3533919 #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533919 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none #!ROBOMERGE-SOURCE: CL 3533910 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Release-41.4) Change 3533910 on 2017/07/12 by Andrew.Grant #!jira OR-40404 Music cuts in and out during hero select in draft lobby and match start Increasing async IO music loading priority. #!rb Ethan.Geller #!tests none Change 3533862 on 2017/07/12 by Frank.Fella Niagara - System ui timeline improvements + Move adding of emitters to the sequencer "Add" button. + Allow drag/drop to sequencer from the content browser to add emitters. + Add folder support for emitters which can be added through the sequencer UI. Note: The event, audio, and material parameter collection tracks don't work, I'm waiting on a review from the sequencer team on some code that removes them. #!tests Verified that adding through the timeline button works, verified that drag and drop of an emitter onto the timeline works, verified folders work correctly and serialize. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3533828 on 2017/07/12 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. #!rb Lina.Halper #!tests none Change 3533602 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... via CL 3533600 #!ROBOMERGE-BOT: ORION (Release-41.5 -> Main) Change 3533600 on 2017/07/12 by robomerge #!ROBOMERGE-AUTHOR: david.ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3533599 in //Orion/Release-41.4/... #!ROBOMERGE-BOT: ORION (Release-41.4 -> Release-41.5) Change 3533599 on 2017/07/12 by David.Ratti [Lost CL 3524588 did not make it into 41.3] Speculative fix for replay backward compat crash #!rb none #!tests compile Change 3533400 on 2017/07/12 by Jeff.Williams Initial branch of files from Release-41.4 (//Orion/Release-41.4) to Release-41.5 (//Orion/Release-41.5) Change 3532987 on 2017/07/12 by Matt.Kuhlenschmidt Added ability to save render targets as PNG from blueprints #!fyi jordan.walker #!rb none #!tests none Coped from Dev-Editor Change 3532785 on 2017/07/12 by Simon.Tovey Fixed bug in the mark dirty loop. #!rb none #!tests fixed bug. Change 3532594 on 2017/07/11 by Jeff.Williams Merging //Orion/Main to Release-41.4 (//Orion/Release-41.4) @3532443 #!test none #!rb none Change 3532057 on 2017/07/11 by Daniel.Lamb Separated out the UI game viewport tick and paint time to help track down issues with UI. #!rb Trivial #!test Paragon ps4 #!codereview Jason.Bestimt Change 3531769 on 2017/07/11 by Simon.Tovey ? Fixing data interface compilation for emitter scripts. #!rb Shaun.Kime #!tests Curves work in emitter scripts. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3531543 on 2017/07/11 by Shaun.Kime Added System update results to spreadsheet view. Fixed up basic EmitterLifeTime effect to work by default. Fixed bug where emitters weren't adding the history of their internal variables to the parameter maps for SystemSpawn & Update, causing default values to not be generated. #!rb none #!tests updated HypnotizerEffect. Change 3531521 on 2017/07/11 by Jeff.Williams Initial branch of files from Release-41.3 (//Orion/Release-41.3) to Release-41.4 (//Orion/Release-41.4) Change 3530192 on 2017/07/10 by Ben.Salem Switch map pipeline node to use an interstitial node to let us know when the node has finished, pass or fail. Also switch report to print test notes for maps where there are notes but no explicit fails. #!rb none #!tests recompiled, xml linted. Change 3530157 on 2017/07/10 by Frank.Fella Niagara - Fix systems getting marked dirty on load and removed some unnecessary compiles. We might need some error finding and fixup for system scripts in invalid states, but in the short term these issues can be fixed automatically by adding an additional emitter. #!tests Loaded a system and verified it wasn't marked dirty, also verified that the system was only getting compiled once when loading and when deleting an emitter. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3529459 on 2017/07/10 by Daniel.Lamb If running nomcp from launch build helper also add in notimeouts. Fixes issue with loading monolith02 nomcp. #!rb Trivial #!test Load monolith02 devui Change 3528568 on 2017/07/10 by Frank.Fella Niagara - Fix shutdown crash, system editor crash, and system editor selection inconsistencies. + Give sequencer emitter tracks real names so that sequencer can maintain selection with them correctly. + Make the stack entries pointers to the system and emitter view models weak to avoid holding onto them until garbage collection. + Make sure to always call the structure changed delegate in the stack view model whenever initialize is called so that the tree is always updated. + Track emitter handle selection by id instead of the actual view model pointer to make managing selection easier when view models are changing. + Don't make the stack tree collapsed when it's emitter becomes invalid because it prevents it from ticking and removing controls pointing to invalid data. #!Tests verified no crash on shutdown or working with emitters in the system view. Also verified selection stayed consistent between sequencer and the stack view. #!rb none. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3527429 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527428 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527427 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527426 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527425 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... via CL 3527423 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527423 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527421 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527421 on 2017/07/07 by Andrew.Grant Changed PS4 devices to default to waiting for PS4DevkitUtil to return (most did this already, but fixes a shutdown issue). #!tests ran locally #!rb none Change 3527366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527365 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527362 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527361 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527360 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... via CL 3527359 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527359 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3527357 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527357 on 2017/07/07 by Andrew.Grant Restricted TimeGuard use to Test & shipping configs #!tests compiled #!rb none Change 3527346 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527345 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527344 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527343 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527342 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 via CL 3527309 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527309 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 via CL 3527308 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527308 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... via CL 3527306 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3527306 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for manifest issue while packing from DanL #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3527305 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3527305 on 2017/07/07 by Andrew.Grant Fix for manifest issue while packing from DanL #!tests #!rb na Change 3527233 on 2017/07/07 by Alexis.Matte Fix the packing of the texture in the HLOD #!rb Uriel.Doyon #!codereview Jurre.deBaare #!jira OR-40538 #!tests none Change 3527085 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3527084 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3527081 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3527080 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3527077 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... via CL 3527075 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3527075 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3527072 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3527072 on 2017/07/07 by Andrew.Grant Added warning for the case when a device is reserved but the connection attempt fails (likely indicates a kit that needs a reboot). #!tests ran locally #!rb none Change 3526806 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526805 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526804 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526803 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526802 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 via CL 3526799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526799 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 via CL 3526795 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526795 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... via CL 3526794 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526794 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3526791 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526791 on 2017/07/07 by Andrew.Grant Fixed issue causing BaselinePerf results not to fire #!tests ran locally #!rb none Change 3526771 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526770 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526769 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526768 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526767 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... via CL 3526719 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526733 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3526730 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526730 on 2017/07/07 by Andrew.Grant Merging 3526717 (streaming audio crashes) from //Orion/Release-41 to Release-41.1 #!tests #!rb na Change 3526719 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526717 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526717 on 2017/07/07 by Andrew.Grant Fix for streaming audio crashes (integration from Fortnite) #!tests #!rb none Change 3526675 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526674 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526673 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526672 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3526671 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 via CL 3526670 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526670 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 via CL 3526669 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526669 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... via CL 3526668 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526668 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526667 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526667 on 2017/07/07 by Andrew.Grant Couple of small fixes and clarifications to PS4Platform automation for generating remasters Switched OrionBuild back to generating patches till we figure out an issue with Sony tools #!tests #!rb none Change 3526376 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526375 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526374 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526372 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 via CL 3526073 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526368 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526367 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526366 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526364 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 via CL 3526069 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526292 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3526291 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3526288 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3526286 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 via CL 3525499 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3526122 on 2017/07/07 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3526073 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 via CL 3526072 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526072 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... via CL 3526071 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526071 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod rebuild crash from Alexis #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526070 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526070 on 2017/07/07 by Andrew.Grant Fix for hlod rebuild crash from Alexis #!tests #!rb none Change 3526069 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 via CL 3526068 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3526068 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... via CL 3526067 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3526067 on 2017/07/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for remaster flag not being passed through bumped version numbers for Sony [REVIEW] @benjamin.crocker #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3526065 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3526065 on 2017/07/07 by Andrew.Grant Fix for remaster flag not being passed through bumped version numbers for Sony #!review-3526066 @benjamin.crocker #!tests #!rb none Change 3526057 on 2017/07/07 by Simon.Tovey Modified system script excution flow to allow emitters to run even with an invlaid system script. #!rb none #!tests Bug repro system now works. Niagara - Missed in last checkin #!tests none #!rb none Change 3525804 on 2017/07/07 by Frank.Fella Niagara - Various stack changes + Move the emitter editor data management to the emitter view model. + Change the assignment node so that it's input parameter is named for the value it's setting and it's header says which namespace it's in. + Clean up the Initialization of stack entries and make the API more consistent. + When adding a module or dynamic input which uses a data interface copy the data interface specified in the source script if it's available, or create a new one. + Make the revert button for data interface inputs work consistently (still needs some more work) + Changed input parameter handle assignment so that it always generates a parameter map get in the graph instead of generating an input node for engine parameters and particle attributes. + When reading an input of a dynamic-input script into a new emitter or particle parameter generate a unique name based on the module input name and the dynamic-input input name. #!tests Verified the stack still works correctly with the above changes. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525623 on 2017/07/06 by Frank.Fella Niagara - Make the Equals and CopyTo methods on UNiagaraDataInterface const. #!tests Compiles #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3525508 on 2017/07/06 by Daniel.Lamb Added support for monolith nomcp to the build launcher settings. #!rb Trivial #!test Automation tool Change 3525504 on 2017/07/06 by Shaun.Kime Forcing recompile on load, otherwise several of my effect scripts crash on startup. #!rb none #!tests n/a Change 3525499 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 via CL 3525498 #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3525498 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... via CL 3525496 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.3) Change 3525496 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3525495 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3525495 on 2017/07/06 by Andrew.Grant Support for PS4 automation generating remaster packages Set Orion to use remaster packages #!tests compiled #!rb none Change 3525149 on 2017/07/06 by Shaun.Kime Cleaning out delegates on shutdown #!rb none #!tests n/a Change 3525148 on 2017/07/06 by Shaun.Kime Fixing crash when dealing with missing source, which probably shouldn't happen, but does with CrowdTorture #!rb none #!tests open crowdtorture Change 3525100 on 2017/07/06 by Dan.Hertzka Relaxing the null ensure when setting a texture param (the type check ensure remains) #!fyi Andrew.Grant #!rb none #!tests none Change 3525025 on 2017/07/06 by Shaun.Kime Tweaking timing to try and ensure that the capture button always generates a good result. #!rb none #!tests n/a Change 3524970 on 2017/07/06 by Shaun.Kime Adding a spreadsheet view for investigating the values of individual particles in an emitter in the effect view. Added a few helper debug modules. #!rb none #!tests opened several systems and captured results. Change 3524890 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524889 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524888 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524887 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524886 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... via CL 3524799 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524821 on 2017/07/06 by Dan.Hertzka Fix crash when trying to set a null texture value on a MID - Ensure message dereferenced a possibly null texture #!review-3524822 @Andrew.Grant #!rb none #!tests Compile Change 3524799 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none @daniel.lamb #!ROBOMERGE-SOURCE: CL 3524797 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524797 on 2017/07/06 by Andrew.Grant Added OnPostWorldCleanup delegate for systems that need to exist while other actors and components are cleaning themselves up. Switched significance manager to use PostWorldCleanup onstead of WorldCleanup This fixed an issue in Orion where animations being torn down were issuing NotifyEnd's that resulted in a GameplayCue trying to trigger a particle effect. (OR-40362 ) #!tests ran in and out of draft & game a few times #!rb none #!review-3524798 @daniel.lamb Change 3524663 on 2017/07/06 by Andrew.Grant Fix for OR-40419 #!jira OR-40419 #!tests compiled #!rb none Change 3524581 on 2017/07/06 by Andrew.Grant Turned check into an ensure as part of investigation into OR-40454 - no idea how this is happening at the moment, hopefully some mismatched data that the merge yesterday may have corrected.... #!jira OR-40454 #!tests compiled #!rb none Change 3524508 on 2017/07/06 by Ben.Salem Colorize skill test reports to differentiate error lines. Also, save a backup html version of the test report. #!rb none #!tests Ran report against previously run tests. Change 3524423 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3524422 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3524419 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3524418 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3524417 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... via CL 3524414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3524414 on 2017/07/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3524393 in //Orion/Release-41.3/... #!ROBOMERGE-BOT: ORION (Release-41.3 -> Main) Change 3524393 on 2017/07/06 by Andrew.Grant Changed crash on invalid data to (hopefully) a handled ensure #!tests compiled #!rb none Change 3524260 on 2017/07/06 by Simon.Tovey Fixed bug in solo mode execution. Allocating more space in data set mid frame requires some fixup with existing data I'd not considered as we don't do that in any other simulation. #!rb none #!tests Solo mode now working. Change 3524144 on 2017/07/06 by Simon.Tovey Broke system simulation code out into it's own files. #!rb none #!tests none Change 3524033 on 2017/07/06 by Simon.Tovey System/Emitter scripts work -- Done -- ? Simulation framework for system/emitter level scripts. ? Moved most ticking for systems into a "SystemSimulation" which it ticked at the end of all component ticking meaning all system simulation can be batched nicely without worrying about dependancies on other components. NiagaraComponents no longer tick in this mode. In future some systems will not need a component at all. ? For (future) cases where the results of the simulation are a dependancy for another component (and a few other use cases) there is a "solo" mode which will run the system script in isolation as part of the component tick. ? All scripts now refer to emitters by their actual name via the alaising feature in the translator. ? Optimized the direct setting of parameters in system sims and particle sims. -- WIP -- ? Lifetime of systems and is very much WIP atm. ? Lots of data interfaces stuff at system level is still WIP. ? Parameter flow from components down needs work. ? Need to bind parameter collections to system/emitter scripts ? Splitting the batched/solo mode scripts so one has instance parameters in a dataset and another from a parameter store. Could use one and transfer to a dataset for solo mode too but seems wasteful. If we could find a better replacement for solo mode entirely this would go away. Needs discussion. ? Resetting/ReInit flow is still abit up in the air. ? Move all DesiredAge seeking etc into the component. Still needs some work but largely functional. -- TODO -- ? Events at System/emitter level ? Quite a bit of mess in the system simulation WRT moving data from a dataset and parameter stores. Need to rework how and where the layout data is generated and stored. ? Put a hack in to avoid the alignment issues we have in the parameter store. A future CL will address this properly. -- Misc -- ? Fixed issue with bool attributes being auto converted to ints in the hlsl/bytecode. ? Minor improvement to debug dumps. Limiting to only the instances relevant ot the current step. #!rb Shaun.Kime #!tests Test emitters working. Older systems and emitters seem to be working still. #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3523831 on 2017/07/06 by Jeff.Williams Merging //Orion/Main to Release-41.3 (//Orion/Release-41.3) @3523788 #!tests na #!rb na Change 3523811 on 2017/07/06 by Jeff.Williams Populate -S //Orion/Release-41.3 -r. Change 3523523 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523522 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523521 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523520 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523519 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 via CL 3523441 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523464 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523463 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523462 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523461 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523460 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 via CL 3523330 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523441 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 via CL 3523440 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523440 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... via CL 3523439 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3523439 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Better handling of missing devices and other errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3523438 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3523438 on 2017/07/05 by Andrew.Grant Better handling of missing devices and other errors #!tests ran locally #!rb none Change 3523400 on 2017/07/05 by Olaf.Piesche Events; alll-particle is functional, but still in need of more cleanup. Moving on to collisions and single-particle. #!rb none #!tests testassets Change 3523330 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... via CL 3520246 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3523268 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523267 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523266 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523265 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3523264 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3523189 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3523189 on 2017/07/05 by Andrew.Grant Removed -changes support from BuildCookTest. Now replaced by ForEachChange UAT script #!tests compiled #!rb none Change 3523111 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3523110 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3523109 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3523107 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3522092 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522724 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522719 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522716 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 via CL 3518260 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522312 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3522311 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3522309 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... via CL 3515711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3522144 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3522092 on 2017/07/05 by Andrew.Grant Merging PS4 test fixes from //Orion/Release-41.2 to Main #!tests #!rb none Change 3521908 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... via CL 3521907 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3521907 on 2017/07/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none #!ROBOMERGE-SOURCE: CL 3521905 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3521905 on 2017/07/05 by Andrew.Grant Fix for PS4 device timeouts in Gauntlet The underlying issue is that TM keeps invisible connections to devkit/testkits and there's a hard-limit of 16. This means that even though a kit can be added and advertises "available", a machine may not be able to connect. Fixes: + Added "remove" command to PS4DevkitUtil, and a -force option to the disconnect argument + If a kit was added to TM by Gauntlet, it is now removed on shutdown + Split info stored about PS4 targets into static/dynamic so things like name/hostname are available even after we disconnect from the kit or experience an error + Short term fix: call "ForceDisconnect" just before connecting to kill any TM connections from other machines. This should allow tests to work while the remove change propgates across branches #!review-3521906 @Daniel.Lamb, @Jeff.Williams, @Luke.Thatcher #!tests Ran test locally and verified that remove() is called upon test exit and that idle TM connections were terminated upon start #!rb none Change 3521407 on 2017/07/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3520246 on 2017/07/03 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3520245 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3520245 on 2017/07/03 by Jeff.Williams Version locked v41.1 to 3518058 #!tests #!rb na #!ROBOMERGE: !41.2 Change 3519106 on 2017/07/01 by Max.Chen Sequencer: Fix crash trying to load an invalid sequence asset. #!rb none #!tests Click open level sequence button on an actor that references a level sequence asset that no longer exists. Change 3518548 on 2017/06/30 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests na #!rb na Change 3518366 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3518365 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3518364 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3518363 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3518362 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3518330 on 2017/06/30 by John.Nielson Added effect context as part of the info we give back for the WaitGameplayEffectRemoved task. #!RB: none #!review-3518331: @David.Ratti #!Test: Pie Change 3518260 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 via CL 3518059 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3518253 on 2017/06/30 by Shaun.Kime Fix compiler warning #!rb none #!tests n/a Change 3518059 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... via CL 3518058 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41.2) Change 3518058 on 2017/06/30 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams [NULL MERGE] Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3518056 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3518056 on 2017/06/30 by Jeff.Williams Version locked v41 to 3509588 #!tests #!rb na #!ROBOMERGE: !41.1 Change 3518043 on 2017/06/30 by Shaun.Kime Missing file checkin #!rb none #!tests n/a Change 3518042 on 2017/06/30 by Shaun.Kime Now have the ability to name outgoing events so that we can re-use the struct type for multiple outbound events from the same emitter. Added customization for selecting the event source and event destination. Revert to defaults currently disabled due to bugs with StructureDetailsView. #!rb none #!tests n/a Change 3517667 on 2017/06/30 by Shaun.Kime Commenting out emitter auto-updating for now until we rewrite it. #!rb none #!tests n/a Change 3517617 on 2017/06/30 by Jon.Lietz - making it so event evaluators do not cuase the player to go into combat or break shadow plane - adding in support for the item Effect Keyword to define if it should pu the user into combat or break shadow plane - cultivate using runtime options again #!rb David.Ratti #!tests Use cards and they no longer break recall Change 3517107 on 2017/06/29 by Daniel.Lamb Fix for replays not showing some effects on medic. #!rb None #!test Paragon replay in editor #!codereview Ryan.Gerleve #!jira OR-40198, OR-40238 Change 3516604 on 2017/06/29 by Cody.Haskell Fix for round timers being broken in Arcade. Recall is now more reliable as well #!rb none #!tests PIE Change 3516394 on 2017/06/29 by Dan.Hertzka New itemization system refactor - Major players (deck, card, gem) are all now UObjects (ItemizationComponent, GameplayCard, and GameplayGem respectively) - The base GameplayItem and SourceItemAbility now do the lion's share of the work of applying abilities & GEs themselves, the keyword data APIs have been heavily pared down for now - Note: This may change quite a bit once GGP stuff comes online, but in the meantime this clarifies/simplifies the itemization system flow - Updated all existing UI to work with GameplayItems, but haven't done any refactoring to leverage the cleaner hookups now available - Moved the server RPCs for itemization actions to the PlayerController - Added ItemizationSystemSettings for constant system configuration properties, for now replaces the GemTree since that's become so wildly simplified ItemEffectKeyword - ItemKeyword renamed to ItemEffectKeyword - Added support for sequential events to trigger effect application - Added removal event option for removing the effect in response to a qualified event McpGemItem info storage updated - Now exported as stratified groups of levels to roll, so they can be imported as such on the item - No more custom parsing is needed within the gem item - Added dev migration to force re-add all starter gems #!rb Jon.Lietz #!tests PIE buy pips, gems, cards, sell cards, fire abilities, etc; Export gem templates + local mcp validation; ItemKeywords table data still valid Change 3516277 on 2017/06/29 by Ben.Salem Add the ability to pass in a mailing list to target for SkillTestReport, and have the pipeline preflight node target its own specific mailing list. #!rb none #!tests recompiled. Change 3515762 on 2017/06/29 by Daniel.Lamb Stop stack overflow if we generate a callstack too large. #!rb Trivial #!test Paragon stats. Change 3515711 on 2017/06/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile [FYI] Zak.Middleton #!ROBOMERGE-SOURCE: CL 3515710 in //Orion/Release-41.2/... #!ROBOMERGE-BOT: ORION (Release-41.2 -> Main) Change 3515710 on 2017/06/29 by David.Ratti Spot edigrate memory stomp fix from Zak CL 3513984 #!rb none #!tests compile #!fyi Zak.Middleton Change 3514451 on 2017/06/28 by David.Ratti Fix replication issue that was causing abilities granted by GEs to linger/get stuck on clients. #!rb lietz #!tests editor/pie #!fyi Ryan.Gerleve Change 3514267 on 2017/06/28 by Ben.Salem Add support for showing Testnotes in SkillTest Reports as non-failing issues. #!rb none #!tests Compiled and reran. Change 3513984 on 2017/06/28 by Zak.Middleton #!ue4-orion - Fix for possible memory stomp when player is unpossessed during a forced position update on the server. Mirrors CL 3512456 from BobT in Fortnite. #!rb Bob.Tellez #!fyi Andrew.Grant, David.Ratti #!tests PIE MP Change 3513856 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 via CL 3513848 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Release-41) Change 3513848 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... via CL 3513844 #!ROBOMERGE-BOT: ORION (Release-41.2 -> Release-41.1) #!ROBOMERGE[ORION]: 41 Change 3513844 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards [CODEREVIEW] nick.darnell, benjamin.crocker #!ROBOMERGE-SOURCE: CL 3513818 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Release-41.2) #!ROBOMERGE[ORION]: 41.1 41 Change 3513818 on 2017/06/28 by Jason.Bestimt #!ORION_MAIN - Fix for game data export of card images #!RB:nick.darnell #!Tests: Generated Cards #!CodeReview: nick.darnell, benjamin.crocker #!ROBOMERGE: 41.2, 41.1, 41 Change 3513584 on 2017/06/28 by Jon.Lietz OR-40158, bumping the bit shift up by one to support level 20 abilities for the new card/gem system #!rb none #!tests no longer get server ensures for cards over level 20 Change 3513300 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513299 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513298 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 via CL 3512546 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513265 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513264 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513263 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 via CL 3512076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513218 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513217 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513216 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 via CL 3511831 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513198 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513197 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513196 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 via CL 3511452 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513193 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3513192 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3513191 on 2017/06/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 via CL 3511402 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3513163 on 2017/06/28 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3513159 on 2017/06/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3513075 on 2017/06/28 by Jeff.Williams Initial branch of files from Release-41.1 (//Orion/Release-41.1) to Release-41.2 (//Orion/Release-41.2) Change 3512633 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3512632 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3512631 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3512630 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3512629 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 via CL 3510907 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3512546 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... via CL 3512545 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512545 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512543 on 2017/06/27 by Andrew.Grant Tweaked staging to allow paths with empty files #!tests ran locally #!rb none Change 3512315 on 2017/06/27 by Ben.Salem Add report mail to FXPerf test. #!rb brad.angelcyk #!tests Ran several FXPerf runs. Change 3512306 on 2017/06/27 by Shaun.Kime Fixing missing undef #!rb none #!tests n/a Change 3512296 on 2017/06/27 by Shaun.Kime Each stack entry now has its own reference to the system view model as well as the emitter view model. #!rb none #!tests ran through normal operations Change 3512153 on 2017/06/27 by John.Nielson Seperated WaitGameplayEffectRemoved and WaitGameplayEffectRemoved_Info, the latter returning information about the removal. Also cleaned up and fixed implementation according to Ratti's feedback. #!RB: none #!review-3512154: @David.Ratti #!Test: Pie Change 3512092 on 2017/06/27 by David.Ratti Fix ensure that will fire from a dot expiring while someone is listening for damage event keyword #!rb none #!tests pie Change 3512076 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... via CL 3512075 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3512075 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3512074 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3512074 on 2017/06/27 by Andrew.Grant Changed applocal staging to also incorporate lose files in the platform folder. #!tests ran locally #!rb none Change 3512044 on 2017/06/27 by David.Ratti Editegrate BenZ's fix (CL 3510178 ) for mono crash with literal struct types with editor only data #!rb none #!tests cooked build with WaitDamageDealt with no variable wired in Change 3511926 on 2017/06/27 by Frank.Fella Niagara - Missed in last checkin. #!tests none. #!rb none. Change 3511910 on 2017/06/27 by Frank.Fella Niagara - Emitter stack in the system view, and other changes. + There is now a tab for the emitter stack in the system view and this will change based on the selected emitter in the timeline. + Deleting the emitter section from the timline no longer crashes. + Auto-compile now works in both the emitter and system editors, and is an editor setting. + Moved the generation of the root stack entries into a root entry so that structure changes and future filtering can use the same code path. + Renamed UNiagaraStackItem::FOnModifiedStackStructure to UNiagaraStackItem::FOnModifiedGroupItems to avoid confusion with UNiagaraStackEntry::FOnStructureChanged. #!tests The system shows the stack view, and it updates based on the sequencer seleciton. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3511831 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... via CL 3511830 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511830 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3511827 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511827 on 2017/06/27 by Daniel.Lamb Fixed the defaults for the hlod default oppacity settings. #!rb Jurre.deBaare #!test Rebuild hlod in paragon. #!lockdown Andrew.Grant Change 3511452 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... via CL 3511451 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511451 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511449 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511449 on 2017/06/27 by Andrew.Grant Attempt #!2 to fix client staging issue #!tests compiled #!rb none Change 3511402 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... via CL 3511400 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3511400 on 2017/06/27 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed warning to info in test logging #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3511398 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3511398 on 2017/06/27 by Andrew.Grant Changed warning to info in test logging #!tests compiled #!rb none Change 3510907 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... via CL 3510906 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3510906 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3510902 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3510902 on 2017/06/26 by Andrew.Grant Support for multiple applocal dependency paths during deployment #!tests ran locally #!rb none Change 3510368 on 2017/06/26 by Shaun.Kime Making the "Initial" namespace. Spawn scripts will automatically fill this in if requested anywhere in the child scripts. #!rb none #!tests modified Sparks uasset Change 3510362 on 2017/06/26 by John.Nielson Added parameters for gameplay effect removal so that user has access to premature Removal and StackCount when needed. #!RB: none #!review-3510363: @David.Ratti #!Test: pie Change 3509787 on 2017/06/26 by Wyeth.Johnson Edge Preservation Change 3509754 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3509753 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3509752 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3509751 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3509750 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 via CL 3509590 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3509590 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... via CL 3509589 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3509589 on 2017/06/26 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor #!ROBOMERGE-SOURCE: CL 3509588 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3509588 on 2017/06/26 by David.Ratti Editegrate CL 3509455 from Zak. Fixes for multiple begin/end overlaps being called for complex collision #!rb none #!tests editor Change 3509455 on 2017/06/26 by Zak.Middleton #!ue4-orion - Fix overlap test stopping on first sub shape. Only the first shape was being considered when looping multiple shapes, for queries like ComponentOverlapComponent, which could affect the cached overlaps optimization in primitive movement code. Fixes regression from CL 3369875. #!rb Ori.Cohen, David.Ratti #!codereview David.Ratti #!tests MP PIE, Gideon's ult, overlaps against cylinder (with 4 sub shapes) #!jira OR-39780 Change 3509449 on 2017/06/26 by Frank.Fella Sequencer - Expose selection of tracks and sections for external use. #!tests Verified selection code works as expected with code in a future change. #!rb Max.Chen,Andrew.Rodham Change 3509406 on 2017/06/26 by Shaun.Kime Rework to the emitter graph to better support events. Undo/Redo works. Added a new NiagaraStackStruct value that embeds a struct details panel. #!rb none #!tests add/remove several events from Sparks script Change 3508540 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508539 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508538 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508537 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508536 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 via CL 3508535 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508535 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... via CL 3508534 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508534 on 2017/06/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3508533 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508533 on 2017/06/24 by Andrew.Grant Fix to BuildCookTest when using sync option #!tests ran locally #!rb none Change 3508482 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508481 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508480 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508479 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508478 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 via CL 3508477 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508477 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... via CL 3508476 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508476 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant BuildCookTest cleanup #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508475 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508475 on 2017/06/23 by Andrew.Grant BuildCookTest cleanup #!tests #!rb none Change 3508463 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3508462 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3508461 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3508460 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3508459 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 via CL 3508254 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3508254 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... via CL 3508253 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3508253 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3508252 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3508252 on 2017/06/23 by Andrew.Grant Added -changes support to BuildCookTest to iterate over a series of CLs #!tests #!rb none Change 3508191 on 2017/06/23 by Olaf.Piesche fix missing space in hlsl gen for data set structs #!rb none #!tests compiled emitters Change 3508029 on 2017/06/23 by Olaf.Piesche More mesh emitter work; event fundamentals for GPU sim #!rb none #!tests example emitters Change 3507684 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507683 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507682 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507681 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507680 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 via CL 3507084 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507172 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3507168 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3507167 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3507164 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3507163 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 via CL 3505382 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3507084 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... via CL 3507083 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3507083 on 2017/06/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3507082 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3507082 on 2017/06/23 by Andrew.Grant Fix for hlod editor crash (similar to UE-46438) #!tests compiled #!rb none Change 3506907 on 2017/06/23 by Zak.Middleton #!ue4-odin - Merge CL 3492200 from Dev-Framework (which also went to 4.16.2). Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Addresses long stall in texture streaming in UpdateResourceStreaming() fixed a different way in CL 3488249. Fixes other possible regressions from CL 3359561 that removed the Reset(...) entirely. #!rb Marc.Audy #!codereview Andrew.Grant #!tests PIE vs AI with minions Change 3506675 on 2017/06/23 by David.Ratti Adding additional, temporary logging for OR-39780 #!rb none #!tests editor Change 3506206 on 2017/06/22 by Frank.Fella Niagara - Stack styling tweaks, and fixes for layout changing when modifying values. #!tests Modifying values no longer makes the stack scrolling jump #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3505960 on 2017/06/22 by Zak.Middleton #!ue4-orion - Added StaticMesh CollisionComplexity to the AssetRegistry. It now appears as a column in the Content Browser and Asset Audit tool, as well as tooltips for the items in the CB. #!rb Ori.Cohen, Ben.Zeigler #!tests tested content browser and related tools above in Monolith2. Change 3505494 on 2017/06/22 by Zak.Middleton #!ue4-orion - Improved asset name gathering for 'Collision.ListObjectsWithCollisionComplexity' command from CL 3503816. #!rb none #!tests used command in various levels Change 3505382 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... via CL 3505381 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3505381 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none #!ROBOMERGE-SOURCE: CL 3505379 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3505379 on 2017/06/22 by Andrew.Grant Gauntlet improvements: - Moved refelction-based creation of test nodes to common code - Cleanup of TestExecutor with better exception handling - Cleanup of Unreal shutdown analysys - Cleaned up log parser - Created "SelfTest" nodes that allow Gauntlet to test itself :) - Added SelfTest nodes for order of operations and logparsing #!tests preflighted #!rb none Change 3505235 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505234 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505233 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505231 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... via CL 3504493 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505123 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505122 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505121 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505120 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505119 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 via CL 3503597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505113 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505112 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505111 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505110 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505109 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 via CL 3503595 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3505106 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3505103 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3505102 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3505099 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3505098 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 via CL 3503594 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504913 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504911 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504908 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504907 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504906 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 via CL 3503341 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504887 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504886 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504885 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504884 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504883 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 via CL 3503095 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504837 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3504836 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3504835 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3504834 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3504833 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 via CL 3502660 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3504547 on 2017/06/22 by Shaun.Kime Moving the building of error information into the base class. This will simplify the logic in the future. #!rb none #!tests Made errors and tested that new system works appropriately Change 3504493 on 2017/06/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 [QAREVIEW] please check OR-38012 is fixed in 41.1 #!tests none #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3504491 in //Orion/Release-41.1/... #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3504491 on 2017/06/22 by Andrew.Grant Merging 3492174 from //Orion/Dev-UI to Release-41.1 to address OR-38012 #!QAReview please check OR-38012 is fixed in 41.1 #!tests none #!rb none #!review-3504492 @David.Ratti Change 3504129 on 2017/06/21 by Shaun.Kime Now only showing the subset of compiler error messages that are associated with that section. i.e. only showing spawn errors in the spawn section of the stack. #!rb none #!tests made errors and made sure the errors showed up in the right sections Change 3504071 on 2017/06/21 by Shaun.Kime Adding simple wrapper for the event handlers inline. Had to "cheat" and wrap the FNiagaraEventScriptProperties in an owning UObject and use PostInit/PostEdit/PreEdit to keep them synchronized since the originating object is a struct and not an object. Waiting on the emitter to be in a system to have a better UI than seting the GUID manually. #!rb none #!tests made edits in stack and watched the details update appropriately. #!ue4-orion - Added asset path to 'Collision.ListObjectsWithCollisionComplexity' command, and changed sort key to asset path. Will speed up tomorrow (slow for tens of thousands of entries right now). #!rb none #!tests used console command on map Change 3503717 on 2017/06/21 by Zak.Middleton #!ue4-orion - Improved logging for collision auditing. Removed a bunch of redundant string building to speed it up (use a map to cache values instead). #!rb Nick.Atamas #!tests ran console command in OrionEntry and Monolith2 Change 3503650 on 2017/06/21 by Andrew.Grant OUI - Fix for movable skylight shader missing on simple forward (low lighting quality mode) from Roland #!rb Marcus.Wassmer, Daniel.Wright #!tests none Change 3503597 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... via CL 3503593 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503595 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... via CL 3503591 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503594 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... via CL 3503588 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503593 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503587 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503591 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503584 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503588 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3503583 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503587 on 2017/06/21 by Mieszko.Zielinski A bug in AISense resulting in inconsistent behavior depending of whether target was in sight cone or not #!UE4 We used to report every tick that given target is still not visible, while for targets in vision cone we reported it only once #!Orion #!test golden path #!rb none #!lockdown Andrew.Grant Change 3503584 on 2017/06/21 by Mieszko.Zielinski Fixed bots' path updates timing out while following the long jump link at home bases #!Orion Had to change UPathFollowingComponent::WaitingForPathTimer from private to protected. #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503583 on 2017/06/21 by Mieszko.Zielinski Made it possible to disable specific AI senses via BP #!UE4 #!rb none #!test golden path #!lockdown Andrew.Grant Change 3503391 on 2017/06/21 by Shaun.Kime If calling a function with numeric parameters, we would get an error if two or more differed in terms of the numeric types that were resolved to. #!rb none #!tests recompiled several examples, added multiple random range using assets. Change 3503341 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... via CL 3503340 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503340 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 #!ROBOMERGE-SOURCE: CL 3503339 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503339 on 2017/06/21 by David.Ratti Spot edintegate CL 3503266 from BenZ for asset registry cached class map problem. #!rb none #!tests cooked PS4 Change 3503156 on 2017/06/21 by Frank.Fella Niagara - Stack - Adjust margins of function inputs so that their labels indent more consistently and their values all line up correctly. #!tests checked alignment visually #!rb none Change 3503095 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... via CL 3503094 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3503094 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none #!ROBOMERGE-SOURCE: CL 3503090 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3503090 on 2017/06/21 by Andrew.Grant Added Error device implementation for PS4 (Copied from Switch) to address issue where PS4 tests with -unattended would ignore checks() (OutputDeviceAnsiError behavior) Added GIgnoreDebugger check to IsDebuggerPresent implementations that didn't have it to assist future generations who suddenly find themselves wanting to debug this behavior. #!review-3502889 @Luke.Thatcher, @Ben.Marsh, @Ben.Woodhouse #!tests compiled & ran PS4 and WIndowsServer #!rb none Change 3502972 on 2017/06/21 by Olaf.Piesche Missing file, some test assets #!rb none #!tests none Change 3502969 on 2017/06/21 by Frank.Fella Niagara - Missed in last check-in. #!tests none #!rb none Change 3502965 on 2017/06/21 by Zak.Middleton #!ue4-orion - Increase search radius for MostOpposingNormal. Fixes case where character movement cannot walk up steps of certain ramps. (Mirror CL 3490592 from Dev-Anim-Phys by Ori.Cohen). Bringing over now that Dev-Anim-Phys has passed promotion with the change. #!rb Ori.Cohen #!codereview Andrew.Grant #!tests Ran around Monolith and Monolith2 as Kallari, up and down various steps/ramps (as per UE-45935). #!jira OR-39611 (Update: added OR jira) Change 3502931 on 2017/06/21 by Frank.Fella Niagara - Stack updates + Refactor the way children are updated in the stack tree to make the api more consistent and easier to use. + Add expanders to renderer items and have them collapsed by default. + Add in a temporary expandable item to show the emitter properties in the emitter spawn script area. + Start with the graph and the properties panels hidden by default. + Move the stats to the stack. #!tests Verified the emitter properties are in the stack, verified that renderers are collapseable, and verified other parts of the stack update correctly with the update children refactor. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3502660 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... via CL 3502659 #!ROBOMERGE-BOT: ORION (Release-41.1 -> Main) Change 3502659 on 2017/06/21 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3502658 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Release-41.1) Change 3502658 on 2017/06/21 by Daniel.Lamb Merge 3492630 //UE4/Dev-Editor -> //Orion/Release-41 UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of "Within" in class meta. rb none #!jira UE-46124 lockdown Matt.Kuhlenschmidt #!test Cook paragon #!rb Andrew.Grant #!lockdown Andrew.Grant Change 3502261 on 2017/06/20 by Jeff.Williams Merging //Orion/Main to Release-41.1 (//Orion/Release-41.1) #!rb none #!tests none Change 3502246 on 2017/06/20 by Jeff.Williams Populate -S //Orion/Release-41.1 -r. Change 3501911 on 2017/06/20 by Olaf.Piesche -mesh rendering -making GPU rand more random -test assets -couple of bug fixes #!rb none #!tests test assets, GPU and CPU sim, sprite and mesh rendering Change 3501633 on 2017/06/20 by Zak.Middleton #!ue4-orion - Add "Collision.ListObjectsWithCollisionComplexity <Complexity>" command. Complexity is one of: Default, SimpleAndComplex, UseSimpleAsComplex, UseComplexAsSimple. When listing 'Default', only those with settings explicitly set to 'Default' are listed. When listing anything other than 'Default', those matching either the requested complexity or default (if that is the same complexity) are listed. #!tests load monolith2 (and small maps), type console command #!rb none Change 3501297 on 2017/06/20 by Shaun.Kime Adding support for pre-change notification #!rb matt.kuhlenschmidt #!tests n/a Change 3501294 on 2017/06/20 by Shaun.Kime First round of supporting parameter store in UNiagaraComponent details panels. If the value is in the data store, it should be reflected in the UI. We keep track of which values are overwritten so that we can show the user. Multiple selection is not supported, nor are data interfaces. Tweaking values in the system graph panel doesn't carry over because those values aren't getting pushed to the scripts. #!rb none #!tests n/a Change 3500984 on 2017/06/20 by Alexis.Matte Fix crash when merging actor with one different material slot per LOD, this is a temporary fix since there is a refactor done in 4.17 that will replace this part of the code. #!jira UE-46166 #!rb jurre.debaare #!tests none Change 3500472 on 2017/06/20 by Frank.Fella Sequencer - Don't create a transaction when setting the fixed frame interval in initialize since it's not a user initiated change and because it can be called from undo which makes it impossible to actually undo. #!tests Verified that a non-undoable transaction isn't added on initialize anymore. #!rb Max.Chen Change 3499930 on 2017/06/19 by Andrew.Grant Merging clean-resolve files using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb none Change 3499446 on 2017/06/19 by Andrew.Grant Non-unity compilation fixes #!tests compiled non-unity #!rb none Change 3499212 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3499211 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3499210 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3499209 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3499208 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... via CL 3499207 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3499207 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked network version to 3493863 #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3499205 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3499205 on 2017/06/19 by Andrew.Grant Locked network version to 3493863 #!ROBOMERGE: !Main #!rb #!tests na Change 3498856 on 2017/06/19 by Andrew.Grant Fix missing include #!tests compiling PS4 dev #!rb none Change 3498843 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3498842 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3498841 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3498840 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3498839 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... via CL 3498780 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3498780 on 2017/06/19 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. [CODEREVIEW] martin.wilson #!rb none #!test Coil Wing Additive Animation #!ROBOMERGE-SOURCE: CL 3498715 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3498715 on 2017/06/19 by Laurent.Delayen Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed, as that hurt Coil's Goblin wing animation. #!codereview martin.wilson #!rb none #!test Coil Wing Additive Animation Change 3498668 on 2017/06/19 by Andrew.Grant Added additional info to warning Fixed BP warning in Justice_Drain #!test warning no longer occurs #!rb none Change 3498601 on 2017/06/19 by Andrew.Grant Better logging of errors #!tests compiled and verified offending asset is shone #!rb none Change 3498544 on 2017/06/19 by Andrew.Grant Added helper to check if the underlying asset exists #!tests ran in code with check() against package utils method #!rb none Change 3498319 on 2017/06/19 by Frank.Fella Niagara - Actually remove nodes from the graph when deleting modules from the stack, and also fix undo for delete, move up, and move down. #!tests Deleted modules and verified they were removed from the graph, also tested undo for delete, move up, and move down. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3498236 on 2017/06/19 by Andrew.Grant Bulk Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3498224 on 2017/06/19 by Shaun.Kime Making header public #!rb none #!test n/a Change 3496705 on 2017/06/16 by Shaun.Kime Removing files that accidentally made it in prior checkin. Adding missing file #!rb none #!tests n/a Change 3496702 on 2017/06/16 by Shaun.Kime Split settings into Niagara runtime and editor. Added ability to map keyboard chords and a left mouse press to shortcuts for creating nodes in the script editor as requested by Wyeth. Had to do a little reworking of the way we create the popup menu in order to test the types. This can be made better by having a customization that does the popup menu directly and allowing the user to select from there rather than having to know the underlying name directly. These are the currently checked in mappings, which are based on the material editor. Numeric::Add Key=A Numeric::Div Key=D Numeric::Pow Key=E If Key=I Numeric::Mul Key=M Numeric::Normalize Key=N Numeric::OneMinus Key=O float Key=One Vector2D Key=Two Vector Key=Three Vector4 Key=Four LinearColor Key=C #!rb none #!tests n/a Change 3496657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496656 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496655 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496654 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496653 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... via CL 3496645 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496645 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3496627 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496627 on 2017/06/16 by Andrew.Grant Reenabled EnvPerfTest - hardcoded test list to avoid problems introduced by maps that are not cooked #!tests ran test locally #!rb none Change 3496550 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496549 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496548 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496547 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496546 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... via CL 3496545 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496545 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none [CODEREVIEW] andrew.grant #!tests compiles #!ROBOMERGE-SOURCE: CL 3496543 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3496543 on 2017/06/16 by Laurent.Delayen Fixed AnimationErrorStats constructor to make clang happy. #!rb none #!codereview andrew.grant #!tests compiles Change 3496028 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496027 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496026 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496025 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496024 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... via CL 3495920 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3496010 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3496009 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3496008 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3496005 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3496004 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... via CL 3495689 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495920 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. [CODEREVIEW] lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. #!ROBOMERGE-SOURCE: CL 3495916 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495916 on 2017/06/16 by Laurent.Delayen Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression. #!codereview lina.halper, martin.wilson #!rb none #!test ghost hit react back compresses with acceptable results. Change 3495689 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version again #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3495651 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3495668 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3495666 on 2017/06/16 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/DeckBuilder/OrionDeckBuilder_DeckCard.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/PostGame/OrionXPOverview.cpp //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionUI/Tooltips/OrionHeroTooltip.cpp -------------------------------------- Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3495663 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3495657 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3495651 on 2017/06/16 by Andrew.Grant Bumping script version again #!tests #!rb none Change 3495642 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3495201 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3495282 on 2017/06/16 by Andrew.Grant Merging fixes from 40.5 to Release-41 via Main #!tests #!rb none Change 3495204 on 2017/06/16 by Don.Eubanks Added HandEntryTooltip class and content, displayed when hovering a card in your hand in the Card Shop Right now the content of the tooltip (text etc) is created one time and remains static until you move off/back on the card, this will change in the future so that the content updates as gold counts update. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3495201 on 2017/06/16 by Andrew.Grant Merging //Orion/Release-40.5 to Main (//Orion/Main) #!tests #!rb na Change 3495145 on 2017/06/16 by Shaun.Kime Missing file #!rb none #!tests n/a Change 3494899 on 2017/06/16 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) Hoping for another iterative build fix! #!rb none #!tests none Change 3494864 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494863 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494862 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494861 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494860 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... via CL 3494859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494859 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3494858 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494858 on 2017/06/16 by Andrew.Grant Fix from Jurre for Merge Actors issue #!tests compiled #!rb none Change 3494844 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3494843 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3494842 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3494841 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3494840 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... via CL 3494839 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3494839 on 2017/06/16 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3494826 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3494826 on 2017/06/16 by Andrew.Grant Bumped script version to reapply 4.5 SDK with fixes for patching #!tests #!rb none Change 3494762 on 2017/06/16 by Andrew.Grant Bulk Merging using ROBO://Orion/Main->//Orion/Dev-UI #!tests #!rb na Change 3494229 on 2017/06/16 by Max.Chen Sequencer: Refix Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #!jira UE-45737 #!rb none #!tests none Change 3493863 on 2017/06/15 by Daniel.Lamb Fixed up search path when using Iterative builds for BuildCookTest script. #!rb Andrew.Grant #!lockdown Andrew.Grant #!test Automation tool launch iterative build. Change 3493654 on 2017/06/15 by Daniel.Lamb Wrote some validation code (disabled by default) for the allocator stats. Fixed the return value of the GetAllocatorStats function. #!rb Andrew.Grant #!review @Andrew.Grant #!test Run PS4 in Test config. #!lockdown Andrew.Grant Change 3493621 on 2017/06/15 by Shaun.Kime Now showing toasts when adding attributes for the renderer. Auto-adding any missing items when adding renderer. #!rb none #!codereview frank.fella #!tests Made a blank script and added the sprite renderer in. Change 3493461 on 2017/06/15 by Shaun.Kime Made move up/down and delete notify graph needs recompile. #!rb none #!tests n/a Change 3493393 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493392 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493391 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493390 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493389 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... via CL 3492927 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493344 on 2017/06/15 by Shaun.Kime Simple error reporting for when the graph fails to compile. We'll want to do something more fine grained in the long run, but I wanted to get something in quick for now. #!rb none #!tests broke the stack by unplugging a param map pin and saw results. Change 3493264 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493263 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493262 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493261 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493260 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... via CL 3492911 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493104 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493101 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493098 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493097 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493094 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... via CL 3491859 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3493061 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3493058 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3493057 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3493056 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3493055 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... via CL 3491815 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492962 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492961 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492960 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492957 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492955 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... via CL 3491609 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492927 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct @Daniel.Lamb #!rb none #!ROBOMERGE-SOURCE: CL 3492595 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492911 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson [CODEREVIEW] james.golding, michael.noland #!test batch anim compression and comparative tests #!ROBOMERGE-SOURCE: CL 3492437 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3492844 on 2017/06/15 by Shaun.Kime Renderers will now complain about missing items, with a button to fix them. Moving many of our modules to the Set XXXX paradigm with dynamic inputs to drive them. Moved curves out into their own cpp/h files as they were getting too complicated to manage otherwise. Added a 2D curve and a 4D curve. #!rb none #!codereview frank.fella #!tests ported standard test cases over Change 3492595 on 2017/06/15 by Andrew.Grant Fixed Gauntlet reading args from environment and not local params (only affected nested tests such as BuildCookTest -interactive). Added explicit error about file copies since parallel-for doesn't surface them #!tests ran BCT -interactive and validated params are correct #!review-3492596 @Daniel.Lamb #!rb none Change 3492577 on 2017/06/15 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) @3490764 #!rb none #!tests compile Change 3492448 on 2017/06/15 by Jason.Bestimt #!ORION_DG - Reverting sharing of movie tracks from NickD as it conflicted with sequencer changes. He'll give us a better fix soon NOTE: Left the optimization in 41/MAIN so we have to time to find a proper fix, but get to keep the memory savings #!RB:none #!Tests:none #!CodeReview: andrew.grant, daniel.lamb, nick.darnell Change 3492437 on 2017/06/15 by Laurent.Delayen RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questions/167344/animation-compression-doesnt-scale-well.html #!rb martin.wilson #!codereview james.golding, michael.noland #!test batch anim compression and comparative tests Change 3492423 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3492422 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3492421 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3492420 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3492419 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... via CL 3491047 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3492365 on 2017/06/15 by Dan.Hertzka First general improvement pass on new card system - FCardDataRow members are now typed properties and resolved on import - Row is also now responsible for registering the cooldown tags for a given card - the actual McpCardItemDefinition never fusses with cooldown stuff - Properties populated by the data table are transient, but editable. This enables local dev tinkering without needing a whole duplicate data row (also lets us get it out of the card def header) - All cards automatically update their properties whenever the cards data table is reimported - Created FGameplayCurrencyBundle to simplify tracking and transactions for the 4 currencies involved in buying cards - Simplified several other APIs as a result, especially OrionGameplaySet - Moved trait checks into the CardInstance. If/when this becomes information that we need in the frontend, I'll likely establish an enum for the various traits and map those to the respective tag. - Added the ability to add a transient GamplayTag on the fly when in the editor (to enable testing of card properties that diverge from the data table info) - Removed "GemBranch" suffix from gem branch enum entries - Converted pointers to references where possible #!rb Matt.Schembari #!tests Reimported cards table; OrionEntry PIE purchasing, selling, and using cards Change 3492300 on 2017/06/15 by Andrew.Grant Merging from Main using ROBO://Orion/Main->//Orion/Dev-UI #!tests compiled #!rb none Change 3492174 on 2017/06/15 by David.Ratti Reinvoke the WhileActive gameplay cue event on respawn for all active, non inhibited GEs #!review-3492175 Jon.Lietz #!rb none #!tests pie Change 3491859 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3491855 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491855 on 2017/06/15 by Mieszko.Zielinski Minor gameplay-tasks related improvements to AI code #!Orion Things found while fixing other, generic GameplaTasks bug #!rb none #!test golden path Change 3491815 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none #!ROBOMERGE-SOURCE: CL 3491814 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491814 on 2017/06/15 by Andrew.Grant Bumping script version to force reinstall of 4.5 SDK on builders now that missing prx file has been added (3491802) #!rb #!tests none Change 3491759 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3491745 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3491735 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3491699 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3490764 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3491609 on 2017/06/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3491606 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491606 on 2017/06/15 by Andrew.Grant Added some retries during device setup for the case where a device is being rebooted by another task #!tests ran locally #!rb none Change 3491047 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path #!ROBOMERGE-SOURCE: CL 3491046 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3491046 on 2017/06/14 by Mieszko.Zielinski Fixed a bug resulting in finished GameplayTasks ending up in UGameplayTasksComponent::KnownTasks list #!UE4 #!rb Lukasz.Furman #!test golden path Change 3490764 on 2017/06/14 by Jeff.Williams Merging //Orion/Release-40.5 to Main (//Orion/Main) @3490458 #!rb none #!tests compile Change 3490704 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490703 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490700 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490699 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490698 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... via CL 3490419 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490564 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490563 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490562 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490561 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490560 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... via CL 3489813 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490559 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490558 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490557 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490556 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490555 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... via CL 3489812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3490419 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none #!ROBOMERGE-SOURCE: CL 3490416 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3490416 on 2017/06/14 by Andrew.Grant Fixed order of ops issue where OnComplete could be called while a test was still running #!tests ran SoloSoak #!rb none Change 3490033 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3490031 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3490028 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3490027 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3490024 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... via CL 3489274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489823 on 2017/06/14 by Andrew.Grant Fixed for OR-39522 (marked properties as BP ReadWrite) #!jira OR-39522 #!tests ran editor, compiled original BP #!rb none Change 3489813 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. #!ROBOMERGE-SOURCE: CL 3489771 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489812 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. #!ROBOMERGE-SOURCE: CL 3489765 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489771 on 2017/06/14 by Laurent.Delayen Batch Compression: - recompress animations a second time with proper compressor to populate DDC with correct key. - Reset CompressCommandletVersion is animation was manually recompressed without automatic settings. So batch compressor can catch it next time. #!rb martin.wilson #!tests recompressed some animations. Change 3489765 on 2017/06/14 by Laurent.Delayen Batch Compression: change log warnings from warnings to regular log. #!rb martin.wilson #!tests Compressed some animations. Change 3489512 on 2017/06/14 by Daniel.Lamb Fix for malloc stats. #!rb Andrew.Grant #!test paragon perftest ps4 #!lockdown Andrew.Grant Change 3489472 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489471 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489470 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489469 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489468 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489467 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... via CL 3488079 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489466 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Release-41) Change 3489465 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489464 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489463 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489462 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489461 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... via CL 3488076 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489458 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3489457 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3489456 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3489455 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3489454 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... via CL 3488044 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3489274 on 2017/06/14 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. [CODEREVIEW] lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. #!ROBOMERGE-SOURCE: CL 3489273 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3489273 on 2017/06/14 by Laurent.Delayen More Anim Compression Fixes: - Fixed frame->time error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings. - Increased anim DDC version to recompress animations to fix animations with bad data. Repopulated DDC for Paragon. - Removed temporary recompression workaround in AnimSequence::PostLoad. #!codereview lina.halper #!rb martin.wilson #!tests Ghost recompression, DDC repopulation, batch recompression of a few heroes. Change 3488760 on 2017/06/14 by Frank.Fella Niagara - In stack object editing + Add a new stack entry for displaying a details panel inline. + Chage the data interface editing to use the stack object. + Add the ability to add and delete renderers. + Add a details panel inline for renderers. #!tests Edited data interfaces inline, added/removed renderers, edited renderers inline. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3488137 on 2017/06/13 by Andrew.Grant Improved Gauntlet logging about build validity #!tests ran boot test #!rb none Change 3488079 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488078 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488078 on 2017/06/13 by Daniel.Lamb Added currently synced option to the build launcher tool. This tries to run a build which is the same as the currently synced cl number and works with iterative builds @review Andrew.Grant #!test paragon. #!rb Trivial #!lockdown Andrew.Grant #!ROBOMERGE: MAIN, 41 Change 3488076 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3488073 in //Orion/Release-40.5/... #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) #!ROBOMERGE[ORION]: 41 Change 3488073 on 2017/06/13 by Daniel.Lamb Fix up allocated smallpool memory stat. #!rb Gil.Gribb #!test Paragon ps4 #!ROBOMERGE: MAIN, 41 #!lockdown Andrew.Grant Change 3488044 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3488041 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3488041 on 2017/06/13 by Andrew.Grant Fixed issue saving artifacts on Win64 Fixed issue with artifacts being saved for editor builds #!tests ran test locally #!rb none Change 3487260 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3487259 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3487258 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3487257 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3487256 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... via CL 3487255 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3487255 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression #!ROBOMERGE-SOURCE: CL 3487254 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3487254 on 2017/06/13 by Laurent.Delayen Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid. #!rb martin.wilson #!tests hero recompression Change 3486889 on 2017/06/13 by Andrew.Grant Last chopper out of Dev-Gen #!tests compiled #!rb none Change 3486744 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3486743 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3486742 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3486739 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... via CL 3486738 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3486738 on 2017/06/13 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. [CODEREVIEW] nick.darnell, daniel.lamb, andrew.grant [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3486737 in //Orion/Release-41/... #!ROBOMERGE-BOT: ORION (Release-41 -> Main) Change 3486737 on 2017/06/13 by Jason.Bestimt #!ORION_41 - UMG Memory Optimization from NickD - Offers options to remove "slow construction" method for widgets allowing only fast method to be used Shows movie track memory almost gone. :D #!RB:jason.bestimt #!Tests: Preflight build. Solo match. Mem Report. #!CodeReview: nick.darnell, daniel.lamb, andrew.grant #!QAReview Change 3486471 on 2017/06/13 by Andrew.Grant Final bulk merge from Dev-Gen for v42 timeframe #!tests #!rb na Change 3486252 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!rb #!tests na Change 3486153 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb none Change 3485963 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3485949 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3485650 on 2017/06/12 by Olaf.Piesche changing check() to ensure, so DIs that have no GPU implementaiton yet don't crash on compile #!rb none #!tests example emitters Change 3485608 on 2017/06/12 by Frank.Fella Niagara - Data interface editing changes. + Edit data interfaces directly in the stack. (UI Layout isn't great and will be fixed in a future check in.) + For data interface objects which have a default value in the module/dynamin input, the details panel is locked and there is a button to unlock it. Unlocking it makes a copy of the data interface from the script in the local emitter for editing. + All curves are now displayed in the curve editor since the stack doesn't have a way to select them to edit in the stack. This will be fixed later, in the short term the curve editor has buttons to hide/show curves. #!tests Edited curve data interfaces in the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3485578 on 2017/06/12 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) - pickup of late Dev-Gen changes #!rb none #!tests compiled Change 3485569 on 2017/06/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3485568 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3485568 on 2017/06/12 by Andrew.Grant Version locked v40.4 to 3483616 #!tests #!rb na #!ROBOMERGE: !40.5 Change 3485432 on 2017/06/12 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3485368 on 2017/06/12 by Andrew.Grant Changed UEnumProperty::ImportText_Internal to return nullptr if the value cannot be matched to an enum name. This allows higher level code to more appropriately warn or handle the error (as UObject::LoadConfig already does). #!tests verified error is generated and handled #!rb Steve.Robb Change 3485297 on 2017/06/12 by Olaf.Piesche -fix memory stomp and resulting crash with GPU side curl noise DI -add GPU side functionality to the other curve DIs -some more sample assets #!rb none #!tests example emitters opened Change 3484848 on 2017/06/12 by Andrew.Grant Files that required merging from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484847 on 2017/06/12 by Andrew.Grant Files that merged cleanly from v41 #!tests ran editor, PIE in OrionEntry, PIE frontendscene, Editor game in Monolith #!rb none Change 3484839 on 2017/06/12 by Jeff.Williams Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) @3484136 #!rb none #!tests none Change 3484734 on 2017/06/12 by Ben.Marsh EC: Prevent invalid URLs being posted for badges if the dependent job steps failed to start. #!fyi Daniel.Lamb #!rb none Change 3484682 on 2017/06/12 by Olaf.Piesche -GPU sim data interfaces, part 1; will update the remaining curve interfaces soon -fix rendering bug (flickering) with CPU simulated particles #!rb none #!tests test emitters Change 3484195 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3484136 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484151 on 2017/06/11 by Jeff.Williams Merging //Orion/Main to Release-41 (//Orion/Release-41) #!rb none #!tests none Change 3484136 on 2017/06/11 by Jeff.Williams Merging //Orion/Dev-General to Main (//Orion/Main) @3484064 #!rb none #!tests compile Change 3484120 on 2017/06/11 by Jeff.Williams Populate -S //Orion/Release-41 -r. Change 3484080 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484079 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484078 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484077 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 via CL 3484015 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484072 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3484071 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3484070 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3484069 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 via CL 3483835 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3484015 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... via CL 3484014 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3484014 on 2017/06/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none #!ROBOMERGE-SOURCE: CL 3484013 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3484013 on 2017/06/11 by Andrew.Grant Fixed issue where tests that used Context in constructor would fail #!tests baselineperf #!rb none Change 3483835 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... via CL 3483834 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483834 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none #!ROBOMERGE-SOURCE: CL 3483833 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483833 on 2017/06/10 by Andrew.Grant Fixed issue with editor based tests being broken after refactor #!tests ran editor test locally #!rb none Change 3483811 on 2017/06/10 by Andrew.Grant Added incremental cook location to search paths for Gauntlet #!tests compiled #!rb none Change 3483729 on 2017/06/10 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Fortnite/Tests/FortTest.None.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Framework/Gauntlet.TestExecutor.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealApplication.cs //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealTypes.cs -------------------------------------- Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483727 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483726 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483725 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 via CL 3483723 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483723 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... via CL 3483722 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483722 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none #!ROBOMERGE-SOURCE: CL 3483721 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483721 on 2017/06/10 by Andrew.Grant Mega Gauntlet refactor #!tests preflighted standard build with all tests #!rb none Change 3483622 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483621 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483620 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483619 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 via CL 3483618 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483618 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... via CL 3483617 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483617 on 2017/06/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 #!ROBOMERGE-SOURCE: CL 3483616 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483616 on 2017/06/10 by Andrew.Grant Turned off binned2 stats due to suspected race condition #!rb none #!tests Solo game on ps4 Change 3483430 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483429 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483428 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483427 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 via CL 3483425 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483425 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... via CL 3483424 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483424 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none #!ROBOMERGE-SOURCE: CL 3483423 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483423 on 2017/06/09 by Andrew.Grant Fix for weird startup crash that seems like it should have been around forever. #!tests booted game without crash from kit #!rb none Change 3483301 on 2017/06/09 by Laurent.Delayen Ghost: Added 'InstantFaceForward' system to snap shooting characters forward when they're turned beyond a configurable threshold. #!rb michael.shin, jay.hosfelt #!tests Ghost Change 3483269 on 2017/06/09 by Zak.Middleton #!ue4-orion - (EditMerge CL 3468253) Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts. #!tests multi-PIE w/ bots and AI #!codereview Andrew.Grant #!rb Ori.Cohen Change 3483225 on 2017/06/09 by Laurent.Delayen Recompressed Animations: Buffs, BaseHero and miscs animations. #!codereview dwayne.martin Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle [CL 3571062 by Andrew Grant in Main branch]
2017-08-03 14:06:31 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
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 (bWarnings.HasValue)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
node.NotifyOnWarnings = bWarnings.Value;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
// Add the users to the list of reports
if (reportNames != null)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
foreach (string reportName in reportNames)
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
BgReport? report;
if (_graph.NameToReport.TryGetValue(reportName, out report))
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
{
report.NotifyUsers.UnionWith(users);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
}
else
{
LogError(element, "Report '{0}' has not been defined", reportName);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
/// <inheritdoc/>
protected override async Task ReadAnnotationAsync(BgScriptElement element)
{
if (await EvaluateConditionAsync(element))
{
string[] targetNames = ReadListAttribute(element, "Targets");
string[] exceptNames = ReadListAttribute(element, "Except");
string[] individualNodeNames = ReadListAttribute(element, "Nodes");
Dictionary<string, string> annotations = ReadAnnotationsAttribute(element, "Values");
// Find the list of targets which are included, and recurse through all their dependencies
HashSet<BgNode> nodes = new HashSet<BgNode>();
if (targetNames != null)
{
HashSet<BgNode> targetNodes = ResolveReferences(element, targetNames);
foreach (BgNode node in targetNodes)
{
nodes.Add(node);
nodes.UnionWith(node.InputDependencies);
}
}
// Add all the individually referenced nodes
if (individualNodeNames != null)
{
HashSet<BgNode> individualNodes = ResolveReferences(element, individualNodeNames);
nodes.UnionWith(individualNodes);
}
// Exclude all the exceptions
if (exceptNames != null)
{
HashSet<BgNode> exceptNodes = ResolveReferences(element, exceptNames);
nodes.ExceptWith(exceptNodes);
}
// Update all the referenced nodes with the settings
foreach (BgNode node in nodes)
{
foreach ((string key, string value) in annotations)
{
node.Annotations[key] = value;
}
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// Reads a warning from the given element, evaluates the condition on it, and writes it to the log if the condition passes.
/// </summary>
/// <param name="element">Xml element to read the definition from</param>
/// <param name="eventType">The diagnostic event type</param>
protected override async Task ReadDiagnosticAsync(BgScriptElement element, LogEventType eventType)
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
if (await EvaluateConditionAsync(element))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
string message = ReadAttribute(element, "Message");
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
BgGraphDiagnostic diagnostic = new BgGraphDiagnostic(element.Location, eventType, message, _enclosingNode, _enclosingAgent);
_graph.Diagnostics.Add(diagnostic);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Checks that the given name does not already used to refer to a node, and print an error if it is.
/// </summary>
/// <param name="element">Xml element to read from</param>
/// <param name="name">Name of the alias</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <returns>True if the name was registered correctly, false otherwise.</returns>
bool CheckNameIsUnique(BgScriptElement element, string name)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Get the nodes that it maps to
if (_graph.ContainsName(name))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
LogError(element, "'{0}' is already defined; cannot add a second time", name);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
return false;
}
return true;
}
/// <summary>
/// Resolve a list of references to a set of nodes
/// </summary>
/// <param name="element">Element used to locate any errors</param>
/// <param name="referenceNames">Sequence of names to look up</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <returns>Hashset of all the nodes included by the given names</returns>
HashSet<BgNode> ResolveReferences(BgScriptElement element, IEnumerable<string> referenceNames)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
HashSet<BgNode> nodes = new HashSet<BgNode>();
foreach (string referenceName in referenceNames)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
BgNode[]? otherNodes;
if (_graph.TryResolveReference(referenceName, out otherNodes))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
nodes.UnionWith(otherNodes);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
else if (!referenceName.StartsWith("#") && _graph.TagNameToNodeOutput.ContainsKey("#" + referenceName))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
LogError(element, "Reference to '{0}' cannot be resolved; did you mean '#{0}'?", referenceName);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
else
{
LogError(element, "Reference to '{0}' cannot be resolved; check it has been defined.", referenceName);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
return nodes;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// Resolve a list of references to a set of nodes
/// </summary>
/// <param name="element">Element used to locate any errors</param>
/// <param name="referenceNames">Sequence of names to look up</param>
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <returns>Set of all the nodes included by the given names</returns>
HashSet<BgNodeOutput> ResolveInputReferences(BgScriptElement element, IEnumerable<string> referenceNames)
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
HashSet<BgNodeOutput> inputs = new HashSet<BgNodeOutput>();
foreach (string referenceName in referenceNames)
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
BgNodeOutput[]? referenceInputs;
if (_graph.TryResolveInputReference(referenceName, out referenceInputs))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
inputs.UnionWith(referenceInputs);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
else if (!referenceName.StartsWith("#") && _graph.TagNameToNodeOutput.ContainsKey("#" + referenceName))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
LogError(element, "Reference to '{0}' cannot be resolved; did you mean '#{0}'?", referenceName);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
else
{
LogError(element, "Reference to '{0}' cannot be resolved; check it has been defined.", referenceName);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
}
return inputs;
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}