2016-12-08 08:52:44 -05:00
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using System ;
using System.Collections.Generic ;
using System.Text ;
using System.IO ;
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using System.Linq ;
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namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
class KDevelopFolder : MasterProjectFolder
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{
/// <summary>
/// Constructor
/// </summary>
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public KDevelopFolder ( ProjectFileGenerator InitOwnerProjectFileGenerator , string InitFolderName )
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: base ( InitOwnerProjectFileGenerator , InitFolderName )
{
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
class KDevelopProjectFile : ProjectFile
2015-04-30 13:15:34 -04:00
{
2015-09-24 12:37:21 -04:00
public KDevelopProjectFile ( FileReference InitFilePath )
2015-04-30 13:15:34 -04:00
: base ( InitFilePath )
{
}
}
/// <summary>
/// KDevelop project file generator implementation
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
class KDevelopGenerator : ProjectFileGenerator
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{
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public KDevelopGenerator ( FileReference InOnlyGameProject )
: base ( InOnlyGameProject )
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{
}
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/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".kdev4" ;
}
}
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protected override bool WriteMasterProjectFile ( ProjectFile UBTProject )
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{
bool bSuccess = true ;
return bSuccess ;
}
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/// <summary>
/// Write the primare $ProjectName.kdev4 project file, the one that should be opened when loading the project
/// into KDevelop
/// </summary>
/// <param name="FileContent">File content.</param>
/// <param name="Name">Name.</param>
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private void WriteKDevMasterProjectSection ( ref StringBuilder FileContent , string Name )
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{
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FileContent . Append ( "\n" ) ;
FileContent . Append ( "[Project] \n" ) ;
FileContent . Append ( "Manager=KDevCustomBuildSystem \n" ) ;
FileContent . Append ( "Name=" ) ;
FileContent . Append ( Name ) ;
FileContent . Append ( "\n" ) ;
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}
/// <summary>
/// Write the Command Sub section for .kdev4/$ProjectName.kdev4 file
/// </summary>
/// <param name="FileContent">File content.</param>
/// <param name="TargetName">Target name.</param>
/// <param name="ConfName">Conf name.</param>
/// <param name="BuildConfigIndex">Build config index.</param>
/// <param name="Type">Type.</param>
private void WriteCommandSubSection ( ref StringBuilder FileContent , string TargetName , string ConfName , int BuildConfigIndex , int Type )
{
string ToolType = "" ;
string Executable = "" ;
string ProjectCmdArg = "" ;
string BuildCommand = "" ;
if ( TargetName = = GameProjectName )
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{
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ProjectCmdArg = " -project=\"" + OnlyGameProject . FullName + "\"" ;
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Executable = "mono" ;
BuildCommand = "Engine/Binaries/DotNET/UnrealBuildTool.exe" ;
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if ( Type = = 1 )
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{
ProjectCmdArg = " -makefile -kdevelopfile " + ProjectCmdArg + " -game -engine " ;
}
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}
else if ( TargetName = = ( GameProjectName + "Editor" ) )
{
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ProjectCmdArg = " -editorrecompile -project=\"" + OnlyGameProject . FullName + "\"" ;
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Executable = "mono" ;
BuildCommand = "Engine/Binaries/DotNET/UnrealBuildTool.exe" ;
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if ( Type = = 1 )
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{
ProjectCmdArg = " -makefile -kdevelopfile " + ProjectCmdArg + " -game -engine " ;
}
}
else
{
Executable = "bash" ;
BuildCommand = "Engine/Build/BatchFiles/Linux/Build.sh" ;
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if ( Type = = 1 )
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{
// Override BuildCommand and ProjectCmdArg
BuildCommand = "./GenerateProjectFiles.sh" ;
// ProjectCmdArg = "";
}
}
if ( Type = = 0 )
{
ToolType = "Build" ;
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}
else if ( Type = = 1 )
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{
ToolType = "Configure" ;
}
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else if ( Type = = 3 )
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{
ToolType = "Clean" ;
ConfName = ConfName + " -clean" ;
}
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FileContent . Append ( String . Format ( "[CustomBuildSystem][BuildConfig{0}][Tool{1}]\n" , BuildConfigIndex , ToolType ) ) ;
FileContent . Append ( String . Format ( "Arguments={0} {1} {2} Linux {3}\n" , BuildCommand , ProjectCmdArg , TargetName , ConfName ) ) ;
FileContent . Append ( "Enabled=true\n" ) ;
FileContent . Append ( "Environment=\n" ) ;
FileContent . Append ( String . Format ( "Executable={0}\n" , Executable ) ) ;
FileContent . Append ( String . Format ( "Type={0}\n\n" , Type ) ) ;
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}
/// <summary>
/// Write the Command section for a .kdev4/$ProjectName.kdev4 file.
/// </summary>
/// <param name="FileContent">File content.</param>
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private void WriteCommandSection ( ref StringBuilder FileContent )
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{
int BuildConfigIndex = 1 ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3283640)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3229011 on 2016/12/09 by Steve.Robb
Licensee version updated in FWorldTileInfo::Read().
https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html
Change 3230493 on 2016/12/12 by Robert.Manuszewski
Adding a check against assembling the reference token stream while streaming without locking GC.
Change 3230515 on 2016/12/12 by Steve.Robb
GetStaticEnum and GetStaticStruct removed.
Various generated code tidy-ups.
Change 3230522 on 2016/12/12 by Steve.Robb
UHT no longer complains about bases with different prefixes.
References to obsolete DependsOn removed.
Change 3230528 on 2016/12/12 by Steve.Robb
ReferenceChainSearch tidyups.
Change 3234235 on 2016/12/14 by Robert.Manuszewski
PR #2695: fix comments (Contributed by wyhily2010)
Change 3234237 on 2016/12/14 by Robert.Manuszewski
PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC Rama (Contributed by EverNewJoy)
Change 3236214 on 2016/12/15 by Robert.Manuszewski
PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro)
Change 3236582 on 2016/12/15 by Robert.Manuszewski
Allow commandline use in shipping builds
#jira UE-24613
Change 3236591 on 2016/12/15 by Robert.Manuszewski
Removed unnecessary console variable logspam
#jira UE-24614
Change 3236737 on 2016/12/15 by Steve.Robb
Fixes to non-contiguous enums in OSS.
Change 3239686 on 2016/12/19 by Chris.Wood
Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12)
[UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3
Change 3240687 on 2016/12/20 by Chris.Wood
Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13)
[UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request
Change 3246347 on 2017/01/04 by Steve.Robb
Readability, debuggability and standards improvements.
Change 3249122 on 2017/01/06 by Steve.Robb
Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity.
Change 3249580 on 2017/01/06 by Steve.Robb
Fix for TArray::HeapSort when array contains pointers.
See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html
Change 3250593 on 2017/01/09 by Robert.Manuszewski
PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist)
Change 3250596 on 2017/01/09 by Robert.Manuszewski
PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar)
Change 3250599 on 2017/01/09 by Robert.Manuszewski
PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar)
Change 3250863 on 2017/01/09 by Steve.Robb
Build configuration option to force the use of the Debug version of UnrealHeaderTool.
Change 3250994 on 2017/01/09 by Ben.Zeigler
Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them
Change 3251000 on 2017/01/09 by Ben.Zeigler
#jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform.
It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file
The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually
Some refactors to pass in information needed by the new system that the old system didn't need
Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile
Change 3253580 on 2017/01/11 by Graeme.Thornton
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3253777 on 2017/01/11 by Graeme.Thornton
Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files
#jira UE-39946
Change 3257750 on 2017/01/13 by Ben.Zeigler
Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more.
Added backward compatibilty code and fixed some conflicts in the ini.
Change 3261176 on 2017/01/17 by Ben.Zeigler
#jira UE-40746 Fix redundant ini redirect
#jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago
Change 3261915 on 2017/01/18 by Steve.Robb
Fixes to localized printf formats.
Change 3262142 on 2017/01/18 by Ben.Zeigler
Remove runtime code for old ActiveClassRedirects and related systems.
It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change.
Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap.
Change 3263596 on 2017/01/19 by Gil.Gribb
UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time.
Change 3263597 on 2017/01/19 by Gil.Gribb
UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments.
Change 3263922 on 2017/01/19 by Gil.Gribb
UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes.
Change 3264131 on 2017/01/19 by Robert.Manuszewski
Simple app to test hard to repro bugs
Change 3264849 on 2017/01/19 by Ben.Zeigler
Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted:
+ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True)
Change 3265232 on 2017/01/19 by Ben.Zeigler
#jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini
Move plugin-specific redirects to new plugin ini files
Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times
Move all redirects after 4.11 to new ini format
Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects
Change 3265490 on 2017/01/20 by Steve.Robb
Prevent engine reinstancing on hot reload.
#jira UE-40765
Change 3265593 on 2017/01/20 by Gil.Gribb
UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming.
Change 3266003 on 2017/01/20 by Gil.Gribb
UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill.
Change 3267433 on 2017/01/22 by Gil.Gribb
UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports.
Change 3267677 on 2017/01/23 by Steve.Robb
Fix for whitespace before UCLASS() causing compile errors.
#jira UE-24110
Change 3267685 on 2017/01/23 by Steve.Robb
First pass of fixes to printf-style calls to only use TCHAR[] specifiers.
Change 3267746 on 2017/01/23 by Steven.Hutton
Resolve offline work
Changes to repositories to support better handling of db connections.
Change 3267865 on 2017/01/23 by Steve.Robb
Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate().
#fyi nick.darnell
Change 3268075 on 2017/01/23 by Gil.Gribb
UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader.
Change 3268447 on 2017/01/23 by Gil.Gribb
Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed.
Change 3269491 on 2017/01/24 by Gil.Gribb
UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead.
Change 3269492 on 2017/01/24 by Gil.Gribb
UE4 - Suppressed a few EDL cook wanrings.
Change 3270085 on 2017/01/24 by Gil.Gribb
UE4 - Remove pak highwater spam.
Change 3270089 on 2017/01/24 by Gil.Gribb
UE4 - fix random bug with memory counting and some vertex buffer
Change 3271246 on 2017/01/25 by Chris.Wood
Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14)
[UE-40605] - Machine ID is not being shown on the crashreporter website
Change 3271827 on 2017/01/25 by Steve.Robb
C4946 warning disabled in third party headers (triggers in Clang/LLVM).
Change 3271874 on 2017/01/25 by Steve.Robb
Fix for missing error check after header preparsing.
Change 3271911 on 2017/01/25 by Steve.Robb
ObjectMacros.h now automatically included by generated headers.
#fyi jamie.dale
Change 3273125 on 2017/01/26 by Steve.Robb
Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors.
#fyi james.golding
Change 3273209 on 2017/01/26 by Steve.Robb
UnrealCodeAnalyzer compilation fixes.
Change 3274917 on 2017/01/27 by Steve.Robb
GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120).
Now-unused field removed.
Change 3279091 on 2017/01/31 by Ben.Marsh
UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead.
Change 3279195 on 2017/01/31 by Gil.Gribb
Turned EDL on for orion
Change 3279493 on 2017/01/31 by Ben.Zeigler
#jira UE-41341 Redo redirector fixups that got undone in merge from Main
Change 3280284 on 2017/01/31 by Ben.Zeigler
#jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist.
Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate.
Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory
Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini.
Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash.
Change 3280299 on 2017/01/31 by Gil.Gribb
possibly fix edl at boot with orion server....though was no-repro
Change 3280386 on 2017/01/31 by Ben.Zeigler
Header include fixes for -nopch, fixes incremental build
Change 3280557 on 2017/01/31 by Ben.Zeigler
Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases
Change 3280817 on 2017/02/01 by Steve.Robb
Unused SmartCastProperty removed.
Change 3280897 on 2017/02/01 by Chris.Wood
Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15)
[UE-41338] - Fix CRP shutdown when website isn't accepting new crashes
Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too.
Change 3280989 on 2017/02/01 by Gil.Gribb
New unrealpak binaries
Change 3281416 on 2017/02/01 by Michael.Trepka
Updated UnrealPak binaries for Mac
Change 3282457 on 2017/02/01 by Ben.Zeigler
#jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally.
This code is safer in general in my local version so just doing a quick fix for now
Change 3282619 on 2017/02/01 by Arciel.Rekman
Linux: update UnrealPak.
[CL 3283649 by Ben Marsh in Main branch]
2017-02-02 14:41:50 -05:00
var UnrealRootPath = UnrealBuildTool . RootDirectory . FullName ;
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FileContent . Append ( "[CustomBuildSystem]\n" ) ;
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FileContent . Append ( "CurrentConfiguration=BuildConfig0\n\n" ) ; //
// The Basics to get up and running with the editor, utilizing the Makefile.
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FileContent . Append ( String . Format ( "[CustomBuildSystem][BuildConfig0]\nBuildDir=file://{0}\n" , UnrealRootPath ) ) ;
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FileContent . Append ( "Title=BuildMeFirst\n\n" ) ;
FileContent . Append ( "[CustomBuildSystem][BuildConfig0][ToolBuild]\n" ) ;
FileContent . Append ( "Arguments=-f Makefile UE4Editor UE4Game ShaderCompileWorker UnrealLightmass UnrealPak\n" ) ;
FileContent . Append ( "Enabled=true\n" ) ;
FileContent . Append ( "Environment=\n" ) ;
FileContent . Append ( "Executable=make\n" ) ;
FileContent . Append ( "Type=0\n\n" ) ;
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FileContent . Append ( "[CustomBuildSystem][BuildConfig0][ToolClean]\n" ) ;
FileContent . Append ( "Arguments=-f Makefile UE4Editor UE4Game ShaderCompileWorker UnrealLightmass UnrealPak -clean\n" ) ;
FileContent . Append ( "Enabled=true\n" ) ;
FileContent . Append ( "Environment=\n" ) ;
FileContent . Append ( "Executable=make\n" ) ;
FileContent . Append ( "Type=3\n\n" ) ;
2015-04-30 13:15:34 -04:00
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FileContent . Append ( "[CustomBuildSystem][BuildConfig0][ToolConfigure]\n" ) ;
FileContent . Append ( "Arguments=./GenerateProjectFiles.sh\n" ) ;
FileContent . Append ( "Enabled=true\n" ) ;
FileContent . Append ( "Environment=\n" ) ;
FileContent . Append ( "Executable=bash\n" ) ;
FileContent . Append ( "Type=1\n\n" ) ;
2015-04-30 13:15:34 -04:00
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foreach ( var Project in GeneratedProjectFiles )
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{
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foreach ( var TargetFile in Project . ProjectTargets )
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{
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if ( TargetFile . TargetFilePath = = null )
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{
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continue ;
}
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var TargetName = TargetFile . TargetFilePath . GetFileNameWithoutAnyExtensions ( ) ;
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// Remove both ".cs" and ".
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foreach ( UnrealTargetConfiguration CurConfiguration in Enum . GetValues ( typeof ( UnrealTargetConfiguration ) ) )
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{
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if ( CurConfiguration ! = UnrealTargetConfiguration . Unknown & & CurConfiguration ! = UnrealTargetConfiguration . Development )
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{
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if ( UnrealBuildTool . IsValidConfiguration ( CurConfiguration ) )
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{
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var ConfName = Enum . GetName ( typeof ( UnrealTargetConfiguration ) , CurConfiguration ) ;
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FileContent . Append ( String . Format ( "[CustomBuildSystem][BuildConfig{0}]\nBuildDir=file://{1}\n" , BuildConfigIndex , UnrealRootPath ) ) ;
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if ( TargetName = = GameProjectName )
{
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FileContent . Append ( String . Format ( "Title={0}-Linux-{1}\n\n" , TargetName , ConfName ) ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 0 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 1 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 3 ) ;
}
else if ( TargetName = = ( GameProjectName + "Editor" ) )
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{
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FileContent . Append ( String . Format ( "Title={0}-Linux-{1}\n\n" , TargetName , ConfName ) ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 0 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 1 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 3 ) ;
}
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else
{
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FileContent . Append ( String . Format ( "Title={0}-Linux-{1}\n\n" , TargetName , ConfName ) ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 0 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 1 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , ConfName , BuildConfigIndex , 3 ) ;
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}
BuildConfigIndex + + ;
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}
}
}
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FileContent . Append ( String . Format ( "[CustomBuildSystem][BuildConfig{0}]\nBuildDir=file://{1}\n" , BuildConfigIndex , UnrealRootPath ) ) ;
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if ( TargetName = = GameProjectName )
{
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FileContent . Append ( String . Format ( "Title={0}\n\n" , TargetName ) ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 0 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 1 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 3 ) ;
2015-04-30 13:15:34 -04:00
2015-09-24 12:37:21 -04:00
}
else if ( TargetName = = ( GameProjectName + "Editor" ) )
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{
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FileContent . Append ( String . Format ( "Title={0}\n\n" , TargetName ) ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 0 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 1 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 3 ) ;
2015-07-21 13:39:28 -04:00
}
else
{
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FileContent . Append ( String . Format ( "Title={0}\n\n" , TargetName ) ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 0 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 1 ) ;
WriteCommandSubSection ( ref FileContent , TargetName , "Development" , BuildConfigIndex , 3 ) ;
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}
BuildConfigIndex + + ;
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}
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}
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}
/// <summary>
/// Adds the include directory to the list, after converting it to an absolute path to UE4 root directory.
/// </summary>
/// <param name="FileContent">File content.</param>
private void WriteIncludeSection ( ref StringBuilder FileContent )
{
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List < string > IncludeDirectories = new List < string > ( ) ;
List < string > SystemIncludeDirectories = new List < string > ( ) ;
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3283640)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3229011 on 2016/12/09 by Steve.Robb
Licensee version updated in FWorldTileInfo::Read().
https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html
Change 3230493 on 2016/12/12 by Robert.Manuszewski
Adding a check against assembling the reference token stream while streaming without locking GC.
Change 3230515 on 2016/12/12 by Steve.Robb
GetStaticEnum and GetStaticStruct removed.
Various generated code tidy-ups.
Change 3230522 on 2016/12/12 by Steve.Robb
UHT no longer complains about bases with different prefixes.
References to obsolete DependsOn removed.
Change 3230528 on 2016/12/12 by Steve.Robb
ReferenceChainSearch tidyups.
Change 3234235 on 2016/12/14 by Robert.Manuszewski
PR #2695: fix comments (Contributed by wyhily2010)
Change 3234237 on 2016/12/14 by Robert.Manuszewski
PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC Rama (Contributed by EverNewJoy)
Change 3236214 on 2016/12/15 by Robert.Manuszewski
PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro)
Change 3236582 on 2016/12/15 by Robert.Manuszewski
Allow commandline use in shipping builds
#jira UE-24613
Change 3236591 on 2016/12/15 by Robert.Manuszewski
Removed unnecessary console variable logspam
#jira UE-24614
Change 3236737 on 2016/12/15 by Steve.Robb
Fixes to non-contiguous enums in OSS.
Change 3239686 on 2016/12/19 by Chris.Wood
Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12)
[UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3
Change 3240687 on 2016/12/20 by Chris.Wood
Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13)
[UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request
Change 3246347 on 2017/01/04 by Steve.Robb
Readability, debuggability and standards improvements.
Change 3249122 on 2017/01/06 by Steve.Robb
Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity.
Change 3249580 on 2017/01/06 by Steve.Robb
Fix for TArray::HeapSort when array contains pointers.
See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html
Change 3250593 on 2017/01/09 by Robert.Manuszewski
PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist)
Change 3250596 on 2017/01/09 by Robert.Manuszewski
PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar)
Change 3250599 on 2017/01/09 by Robert.Manuszewski
PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar)
Change 3250863 on 2017/01/09 by Steve.Robb
Build configuration option to force the use of the Debug version of UnrealHeaderTool.
Change 3250994 on 2017/01/09 by Ben.Zeigler
Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them
Change 3251000 on 2017/01/09 by Ben.Zeigler
#jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform.
It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file
The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually
Some refactors to pass in information needed by the new system that the old system didn't need
Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile
Change 3253580 on 2017/01/11 by Graeme.Thornton
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3253777 on 2017/01/11 by Graeme.Thornton
Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files
#jira UE-39946
Change 3257750 on 2017/01/13 by Ben.Zeigler
Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more.
Added backward compatibilty code and fixed some conflicts in the ini.
Change 3261176 on 2017/01/17 by Ben.Zeigler
#jira UE-40746 Fix redundant ini redirect
#jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago
Change 3261915 on 2017/01/18 by Steve.Robb
Fixes to localized printf formats.
Change 3262142 on 2017/01/18 by Ben.Zeigler
Remove runtime code for old ActiveClassRedirects and related systems.
It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change.
Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap.
Change 3263596 on 2017/01/19 by Gil.Gribb
UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time.
Change 3263597 on 2017/01/19 by Gil.Gribb
UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments.
Change 3263922 on 2017/01/19 by Gil.Gribb
UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes.
Change 3264131 on 2017/01/19 by Robert.Manuszewski
Simple app to test hard to repro bugs
Change 3264849 on 2017/01/19 by Ben.Zeigler
Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted:
+ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True)
Change 3265232 on 2017/01/19 by Ben.Zeigler
#jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini
Move plugin-specific redirects to new plugin ini files
Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times
Move all redirects after 4.11 to new ini format
Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects
Change 3265490 on 2017/01/20 by Steve.Robb
Prevent engine reinstancing on hot reload.
#jira UE-40765
Change 3265593 on 2017/01/20 by Gil.Gribb
UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming.
Change 3266003 on 2017/01/20 by Gil.Gribb
UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill.
Change 3267433 on 2017/01/22 by Gil.Gribb
UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports.
Change 3267677 on 2017/01/23 by Steve.Robb
Fix for whitespace before UCLASS() causing compile errors.
#jira UE-24110
Change 3267685 on 2017/01/23 by Steve.Robb
First pass of fixes to printf-style calls to only use TCHAR[] specifiers.
Change 3267746 on 2017/01/23 by Steven.Hutton
Resolve offline work
Changes to repositories to support better handling of db connections.
Change 3267865 on 2017/01/23 by Steve.Robb
Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate().
#fyi nick.darnell
Change 3268075 on 2017/01/23 by Gil.Gribb
UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader.
Change 3268447 on 2017/01/23 by Gil.Gribb
Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed.
Change 3269491 on 2017/01/24 by Gil.Gribb
UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead.
Change 3269492 on 2017/01/24 by Gil.Gribb
UE4 - Suppressed a few EDL cook wanrings.
Change 3270085 on 2017/01/24 by Gil.Gribb
UE4 - Remove pak highwater spam.
Change 3270089 on 2017/01/24 by Gil.Gribb
UE4 - fix random bug with memory counting and some vertex buffer
Change 3271246 on 2017/01/25 by Chris.Wood
Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14)
[UE-40605] - Machine ID is not being shown on the crashreporter website
Change 3271827 on 2017/01/25 by Steve.Robb
C4946 warning disabled in third party headers (triggers in Clang/LLVM).
Change 3271874 on 2017/01/25 by Steve.Robb
Fix for missing error check after header preparsing.
Change 3271911 on 2017/01/25 by Steve.Robb
ObjectMacros.h now automatically included by generated headers.
#fyi jamie.dale
Change 3273125 on 2017/01/26 by Steve.Robb
Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors.
#fyi james.golding
Change 3273209 on 2017/01/26 by Steve.Robb
UnrealCodeAnalyzer compilation fixes.
Change 3274917 on 2017/01/27 by Steve.Robb
GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120).
Now-unused field removed.
Change 3279091 on 2017/01/31 by Ben.Marsh
UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead.
Change 3279195 on 2017/01/31 by Gil.Gribb
Turned EDL on for orion
Change 3279493 on 2017/01/31 by Ben.Zeigler
#jira UE-41341 Redo redirector fixups that got undone in merge from Main
Change 3280284 on 2017/01/31 by Ben.Zeigler
#jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist.
Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate.
Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory
Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini.
Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash.
Change 3280299 on 2017/01/31 by Gil.Gribb
possibly fix edl at boot with orion server....though was no-repro
Change 3280386 on 2017/01/31 by Ben.Zeigler
Header include fixes for -nopch, fixes incremental build
Change 3280557 on 2017/01/31 by Ben.Zeigler
Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases
Change 3280817 on 2017/02/01 by Steve.Robb
Unused SmartCastProperty removed.
Change 3280897 on 2017/02/01 by Chris.Wood
Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15)
[UE-41338] - Fix CRP shutdown when website isn't accepting new crashes
Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too.
Change 3280989 on 2017/02/01 by Gil.Gribb
New unrealpak binaries
Change 3281416 on 2017/02/01 by Michael.Trepka
Updated UnrealPak binaries for Mac
Change 3282457 on 2017/02/01 by Ben.Zeigler
#jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally.
This code is safer in general in my local version so just doing a quick fix for now
Change 3282619 on 2017/02/01 by Arciel.Rekman
Linux: update UnrealPak.
[CL 3283649 by Ben Marsh in Main branch]
2017-02-02 14:41:50 -05:00
var UnrealEngineRootPath = UnrealBuildTool . RootDirectory . FullName ;
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int IncludeIndex = 1 ;
// Iterate through all the include paths that
// UnrealBuildTool.exe generates
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foreach ( var CurProject in GeneratedProjectFiles )
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{
KDevelopProjectFile KDevelopProject = CurProject as KDevelopProjectFile ;
if ( KDevelopProject = = null )
{
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System . Console . WriteLine ( "KDevelopProject == null" ) ;
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continue ;
}
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foreach ( var CurPath in KDevelopProject . IntelliSenseIncludeSearchPaths )
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{
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string FullProjectPath = ProjectFileGenerator . MasterProjectPath . FullName ;
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string FullPath = "" ;
// need to test to see if this in the project souce tree
if ( CurPath . StartsWith ( "/" ) & & ! CurPath . StartsWith ( FullProjectPath ) )
{
// Full path to a folder outside of project
FullPath = CurPath ;
}
else
{
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FullPath = Path . GetFullPath ( Path . Combine ( Path . GetDirectoryName ( KDevelopProject . ProjectFilePath . FullName ) , CurPath ) ) ;
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FullPath = Utils . MakePathRelativeTo ( FullPath , FullProjectPath ) ;
FullPath = FullPath . TrimEnd ( '/' ) ;
FullPath = Path . Combine ( UnrealEngineRootPath , FullPath ) ;
}
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if ( ! FullPath . Contains ( "FortniteGame/" ) & & ! FullPath . Contains ( "ThirdParty/" ) )
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{
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SystemIncludeDirectories . Add ( String . Format ( "{0}" , FullPath ) ) ;
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IncludeIndex + + ;
}
}
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foreach ( var CurPath in KDevelopProject . IntelliSenseSystemIncludeSearchPaths )
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{
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string FullProjectPath = ProjectFileGenerator . MasterProjectPath . FullName ;
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string FullPath = "" ;
if ( CurPath . StartsWith ( "/" ) & & ! CurPath . StartsWith ( FullProjectPath ) )
{
// Full path to a folder outside of project
FullPath = CurPath ;
}
else
{
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FullPath = Path . GetFullPath ( Path . Combine ( Path . GetDirectoryName ( KDevelopProject . ProjectFilePath . FullName ) , CurPath ) ) ;
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FullPath = Utils . MakePathRelativeTo ( FullPath , FullProjectPath ) ;
FullPath = FullPath . TrimEnd ( '/' ) ;
FullPath = Path . Combine ( UnrealEngineRootPath , FullPath ) ;
}
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if ( ! FullPath . Contains ( "FortniteGame/" ) & & ! FullPath . Contains ( "ThirdParty/" ) ) // @todo: skipping Fortnite header paths to shorten clang command line for building UE4XcodeHelper
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{
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SystemIncludeDirectories . Add ( String . Format ( "{0}" , FullPath ) ) ;
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IncludeIndex + + ;
}
}
}
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// Remove duplicate paths from include dir and system include dir list
List < string > Tmp = new List < string > ( ) ;
List < string > Stmp = new List < string > ( ) ;
Tmp = IncludeDirectories . Distinct ( ) . ToList ( ) ;
Stmp = SystemIncludeDirectories . Distinct ( ) . ToList ( ) ;
IncludeDirectories = Tmp . ToList ( ) ;
SystemIncludeDirectories = Stmp . ToList ( ) ;
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foreach ( var CurPath in IncludeDirectories )
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{
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FileContent . Append ( CurPath ) ;
FileContent . Append ( " \n" ) ;
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}
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foreach ( var CurPath in SystemIncludeDirectories )
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{
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FileContent . Append ( CurPath ) ;
FileContent . Append ( " \n" ) ;
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}
FileContent . Append ( "\n" ) ;
}
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/// <summary>
/// Splits the definition text into macro name and value (if any).
/// </summary>
/// <param name="Definition">Definition text</param>
/// <param name="Key">Out: The definition name</param>
/// <param name="Value">Out: The definition value or null if it has none</param>
/// <returns>Pair representing macro name and value.</returns>
private void SplitDefinitionAndValue ( string Definition , out String Key , out String Value )
{
int EqualsIndex = Definition . IndexOf ( '=' ) ;
if ( EqualsIndex > = 0 )
{
Key = Definition . Substring ( 0 , EqualsIndex ) ;
Value = Definition . Substring ( EqualsIndex + 1 ) ;
}
else
{
Key = Definition ;
Value = "" ;
}
}
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/// <summary>
/// Write the defines section to the .kdev4/$ProjectName.kdev4 project file.
/// </summary>
/// <param name="FileContent">File content.</param>
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private void WriteDefineSection ( ref StringBuilder FileContent )
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{
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String Key = "" ;
String Value = "" ;
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List < string > DefineHolder = new List < string > ( ) ;
foreach ( var CurProject in GeneratedProjectFiles )
{
KDevelopProjectFile KDevelopProject = CurProject as KDevelopProjectFile ;
if ( KDevelopProject = = null )
{
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System . Console . WriteLine ( "KDevelopProject == null" ) ;
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continue ;
}
foreach ( var CurDefine in KDevelopProject . IntelliSensePreprocessorDefinitions )
{
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SplitDefinitionAndValue ( CurDefine , out Key , out Value ) ;
if ( string . IsNullOrEmpty ( Value ) )
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{
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DefineHolder . Add ( String . Format ( "{0} \\\n" , Key ) ) ;
}
else
{
DefineHolder . Add ( String . Format ( "{0}={1} \\\n" , Key , Value ) ) ;
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}
}
}
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// Remove duplicates if they are present.
List < string > Tmp = new List < string > ( ) ;
Tmp = DefineHolder . Distinct ( ) . ToList ( ) ;
DefineHolder = Tmp . ToList ( ) ;
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foreach ( var Def in DefineHolder )
{
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FileContent . Append ( Def ) ;
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}
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FileContent . Append ( "\n\n" ) ;
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}
/// <summary>
/// Excludes list in one big ugly list.
/// </summary>
/// <param name="FileContent">File content.</param>
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private void WriteExcludeSection ( ref StringBuilder FileContent )
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{
// Default excludes list with Engine/Intermediate, *PCH.h, and *.gch added to the exclude list
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FileContent . Append ( "[Filters]\nsize=30\n\n[Filters][0]\ninclusive=0\npattern=.*\ntargets=3\n\n" +
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"[Filters][1]\ninclusive=0\npattern=.git\ntargets=2\n\n[Filters][10]\ninclusive=0\npattern=*.o\ntargets=1\n\n" +
"[Filters][11]\ninclusive=0\npattern=*.a\ntargets=1\n\n[Filters][12]\ninclusive=0\npattern=*.so\ntargets=1\n\n" +
"[Filters][13]\ninclusive=0\npattern=*.so.*\ntargets=1\n\n[Filters][14]\ninclusive=0\npattern=moc_*.cpp\ntargets=1\n\n" +
"[Filters][15]\ninclusive=0\npattern=*.moc\ntargets=1\n\n[Filters][16]\ninclusive=0\npattern=ui_*.h\ntargets=1\n\n" +
"[Filters][17]\ninclusive=0\npattern=qrc_*.cpp\ntargets=1\n\n[Filters][18]\ninclusive=0\npattern=*~\ntargets=1\n\n" +
"[Filters][19]\ninclusive=0\npattern=*.orig\ntargets=1\n\n[Filters][2]\ninclusive=0\npattern=CVS\ntargets=2\n\n" +
"[Filters][20]\ninclusive=0\npattern=.*.kate-swp\ntargets=1\n\n[Filters][21]\ninclusive=0\npattern=.*.swp\ntargets=1\n\n" +
"[Filters][22]\ninclusive=0\npattern=*.pyc\ntargets=1\n\n[Filters][23]\ninclusive=0\npattern=*.pyo\ntargets=1\n\n" +
"[Filters][24]\ninclusive=0\npattern=Engine/Intermediate\ntargets=2\n\n[Filters][25]\ninclusive=0\npattern=*PCH.h\ntargets=1\n\n" +
"[Filters][26]\ninclusive=0\npattern=*.gch\ntargets=1\n\n[Filters][27]\ninclusive=0\npattern=*.generated.h\ntargets=1\n\n" +
"[Filters][28]\ninclusive=0\npattern=Intermediate\ntargets=2\n\n[Filters][3]\ninclusive=0\npattern=.svn\ntargets=2\n\n" +
"[Filters][4]\ninclusive=0\npattern=_svn\ntargets=2\n\n[Filters][5]\ninclusive=0\npattern=SCCS\ntargets=2\n\n" +
"[Filters][6]\ninclusive=0\npattern=_darcs\ntargets=2\n\n[Filters][7]\ninclusive=0\npattern=.hg\ntargets=2\n\n" +
"[Filters][8]\ninclusive=0\npattern=.bzr\ntargets=2\n\n[Filters][9]\ninclusive=0\npattern=__pycache__\ntargets=2\n\n" +
"[Filters][29]\ninclusive=0\npattern=Engine/Source/ThirdParty\ntargets=2\n\n" ) ;
}
/// Simple Place to call all the Write*Section functions.
private bool WriteKDevelopPro ( )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
// RAKE! Take one KDevelopProjectFileContent and pass
// it through each function that writes out the sections.
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var KDevelopFileContent = new StringBuilder ( ) ;
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var KDevelopMasterFileContent = new StringBuilder ( ) ;
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// These are temp files until we can write them to the
// *.kdev4 filename directly
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var DefinesFileContent = new StringBuilder ( ) ;
var IncludesFileContent = new StringBuilder ( ) ;
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var FileName = MasterProjectName + ".kdev4" ;
var DefinesFileName = "Defines.txt" ; // RAKE! TEMP!
var IncludesFileName = "Includes.txt" ; // RAKE! TEMP!
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WriteKDevMasterProjectSection ( ref KDevelopMasterFileContent , MasterProjectName ) ;
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WriteCommandSection ( ref KDevelopFileContent ) ;
WriteIncludeSection ( ref IncludesFileContent ) ;
WriteDefineSection ( ref DefinesFileContent ) ;
WriteExcludeSection ( ref KDevelopFileContent ) ;
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// Write the master kdev file.
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var FullMasterProjectPath = Path . Combine ( MasterProjectPath . FullName , ".kdev4/" ) ;
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if ( ! Directory . Exists ( FullMasterProjectPath ) )
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{
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Directory . CreateDirectory ( FullMasterProjectPath ) ;
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}
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var FullKDevelopMasterFileName = Path . Combine ( MasterProjectPath . FullName , FileName ) ;
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var FullKDevelopFileName = Path . Combine ( FullMasterProjectPath , FileName ) ;
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var FullDefinesFileName = Path . Combine ( FullMasterProjectPath , DefinesFileName ) ;
var FullIncludesFileName = Path . Combine ( FullMasterProjectPath , IncludesFileName ) ;
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WriteFileIfChanged ( FullDefinesFileName , DefinesFileContent . ToString ( ) ) ;
WriteFileIfChanged ( FullIncludesFileName , IncludesFileContent . ToString ( ) ) ;
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return WriteFileIfChanged ( FullKDevelopMasterFileName , KDevelopMasterFileContent . ToString ( ) ) & &
WriteFileIfChanged ( FullKDevelopFileName , KDevelopFileContent . ToString ( ) ) ;
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}
/// ProjectFileGenerator interface
//protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
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protected override bool WriteProjectFiles ( )
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{
return WriteKDevelopPro ( ) ;
}
/// ProjectFileGenerator interface
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public override MasterProjectFolder AllocateMasterProjectFolder ( ProjectFileGenerator InitOwnerProjectFileGenerator , string InitFolderName )
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{
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return new KDevelopFolder ( InitOwnerProjectFileGenerator , InitFolderName ) ;
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}
/// ProjectFileGenerator interface
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <returns>The newly allocated project file object</returns>
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protected override ProjectFile AllocateProjectFile ( FileReference InitFilePath )
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{
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return new KDevelopProjectFile ( InitFilePath ) ;
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}
/// ProjectFileGenerator interface
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public override void CleanProjectFiles ( DirectoryReference InMasterProjectDirectory , string InMasterProjectName , DirectoryReference InIntermediateProjectFilesDirectory )
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{
}
}
}